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Post by beuns on Jun 17, 2014 16:29:30 GMT -5
I could really use a way to accelerate an upgrade that has already started (but I didn't need the subsidy at the time I choose to start). At higher cost than the subsidy maybe ?
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Post by fallen on Jun 17, 2014 16:31:18 GMT -5
beuns - I'd suggest subsidizing a new update and moving it up the queue.
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Post by beuns on Jun 17, 2014 16:36:50 GMT -5
fallen : I hadn't thought at that... But in this way I would loose what is already built on the 1st one. Let say I had started building a hab unit I in a Rychart planet. 6 turns later my pop goes up and I'm overpopulated. I would like to pay to add 30% of the CP cost to finish it earlier. Even if that mean that I pay 75% of the cost in credit. Hope that is clearer.
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Post by fallen on Jun 17, 2014 16:45:12 GMT -5
beuns - but then I would start a project, and pay to finish it on the same turn or the next. At some point, it comes back to better planning on your part. You don't lose the original upgrade, it stays in the build queue with all of its progress.
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Post by Cory Trese on Jun 17, 2014 16:49:54 GMT -5
You can change the order of your build queue to move subsidized builds up above older ones.
The balance and game universe questions are just too big for this feature to fit in the game.
Where would these bonus CP come from? I get that in Gal Civ you're an empire and 50% of the economy is out of your control, and you can buy it from random spacing guilds and corporations.
However, in Star Traders 4X, you are the entire empire, the Factions are your sub-companies and there is no one to "buy CP" from.
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Post by nails on Jun 17, 2014 19:31:09 GMT -5
Rob from peter
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Post by En1gma on Jun 17, 2014 19:54:20 GMT -5
Lol- energy whips, forced labor causes massive morale drops... Would be awesome, but the story behind it makes sense anyway. You know what they say about proper prior planning.
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Post by Cory Trese on Jun 17, 2014 20:07:56 GMT -5
Lol- energy whips, forced labor causes massive morale drops... Would be awesome, but the story behind it makes sense anyway. You know what they say about proper prior planning. I'm sure the Faction may get work done with energy whips, Smugglers, bribes, assassins, etc. But you, my friend, are a Templar. Born to star's fire and Zendu blood, the power you wield ... does not come from fear. When Shalun returns ... how do you think he will look upon an Empire of slaves?
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Post by En1gma on Jun 17, 2014 20:11:40 GMT -5
I know, I know =) still funny to think about though- like I said- I understand that this simply cannot be. Honor before all else.
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Post by drdave on Jun 18, 2014 5:28:52 GMT -5
The only way I could see it working within the story would be to have some way of banking idle CP from other worlds, to represent manufacture of basic components (bricks, beams, panels, etc), which could then be shipped to the building site. This would be expensive, time consuming, and would need a network of transporters, so I don't know how practical it would be for an emergency quick build. But it might work for longer term planning.
Didn't Civ 2 have a system where you could disband unwanted units in a city and use a fraction of their construction cost towards the current project?
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TeeWee
Hero
[ Star Traders 2 & Heroes Supporter ]
Posts: 247
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Post by TeeWee on Jun 18, 2014 6:27:51 GMT -5
Civ (depending on the version) has a few mechanics to hurry builds: - Gold to Hammers (Civ1 IIRC always, later versions only after certain techs were researched) - Sacrifice Population for Hammers (after an early tech) - Chopping forest for Hammers - Using caravans to transport hammers between cities - Disband units and get a small refund in the home/nearest city I'm sure I missed one or two. Thematically, some form of transferring of resources between colonies might be a solution. I'd have Cadar ship resources for DeValtos-economic buildings and use DeValtos economy to support spy, research and military. If you make this dependent on inter-faction relations, you may even get this into your framework
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Post by Cory Trese on Jun 18, 2014 11:40:04 GMT -5
I am NOT trying to build a Civ clone.
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mataeus
Templar
[ Elite & Star Traders 2 Supporter ]
From summer sands, to armageddons reach.
Posts: 820
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Post by mataeus on Jun 19, 2014 2:54:31 GMT -5
I'm not fussy over this feature, I like the planning in advance, the strategy, the stress and the surprises. I know Cory is sick of the Civ comparisons, but it always bugged me that i could ruin Civ II by switching to a fanatical government then use the money i save on military to buy the shit out of everything. "Rome completed The Pyramids! Rome completed the Hanging Gardens! Rome celebrates 'We Love the Leader Day!' That defeats the whole idea of challenge, and what to build and when. What I do want is a more detailed breakdown of what's happening in the galaxy: Where my money is coming from, where it's going,and more detailed turn events. I know these will come over time, though
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Post by drdave on Jun 20, 2014 20:25:42 GMT -5
I am NOT trying to build a Civ clone. Sorry Cory, I think I touched a nerve there. I was just bouncing ideas around. I'm happy with the setup as I tried to make clear in my post, it would be hard to stay in story and allow accelerated builds. Any comparison to Civ should be taken as a compliment.
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Post by Cory Trese on Jun 21, 2014 13:44:22 GMT -5
I assume everyone who builds a 4X game gets a mailbox full of stuff saying "this game isn't Civilization II, why not?"
I just wanted to state, for the record, that we were very specifically saying "this is what Civ does, lets do something different that is more fun than that boring formula that has been beaten to death a dozen times by other developers."
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