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Post by drdungeon on Jun 23, 2014 3:06:00 GMT -5
I was wondering about controlling population growth. Storywise new colonists are travelers that stop in your sector, so direct population control is impossible - but they could be lured or discouraged from settling. My proposal:
- Each planet acts as a beacon shining in electromagnetic spectrum, luring passing travelers. - On planet most upgrades give 1 Beacon Point (BP) - Sum of all BP in empire determines immigrant pool size. Additional modifiers - new empire (++), rumors (+/-), etc. - Once immigrant pool size for turn is determined each immigrant makes throw for destination. Chance for each planet determined by planet BP. Additional modifiers: new colony (++), overcrowded (-), etc.
While your empire grows in size it can attract unwanted guests (narvidians, xenos, Steel Song any other infestation) Infestation pool size is determined by Infestation Points (IP). base IP = BP. Additional modifiers - new empire (--), rumors (+/-), etc.
New tech tree: Communications
Communications I - Homing Beacon planetary upgrade Communications II - Warning Beacon planetary upgrade Communications III - +1 sight for planets Communications IV (or Advanced Communications I) - Scrambling Beacon Communications V (or Advanced Communications II) - signal encryption ( base IP = BP/2 )
Planetary upgrades: Beacons There can be only one beacon (any kind) on the planet.
Homing Beacon: Large increase in BP and IP. Warning Beacon: Decrease BP ONLY FOR THIS PLANET. Small increase in BP and IP for empire. Scrambling Beacon: Decrease IP, BP unaffected.
What do you think?
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Post by beverage on Jun 23, 2014 3:29:28 GMT -5
Took me a few reads to pick up what you're putting down. Welcome to this community of beautiful people and thanks for your awesome post.
I really like your idea but can imagine so many new game systems would be hard to intergrate for the TBs (even given they live off 2hours of sleep a night and nourish themselves on mosses and lichens ).
I would like to see a system like this implemented!!! However I don't mean to rudely undercut your well thought out idea with a simple alternative but my thinking is:
Build Colony ship = -1 Population on Colony that Built it (I am unsure, is this already the case???) --> Move Colony Ship to another planet of same faction --> Option to "colonize" this Colony again to add +1 population. (maybe take a morale hit on said colony for balance purposes?)
Anyway, +1 for you mate
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Post by fallen on Jun 23, 2014 8:24:52 GMT -5
drdungeon - welcome to the forum and thanks for the post. The beacons could be an interesting run of core upgrades that you'd add to a colony (you only get one at a time). We wouldn't use them to change the basic population growth algorithms, which have gone through extensive testing over the last few months & Alpha, but they could have some cool tweaks on it!
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Post by Cory Trese on Jun 23, 2014 12:18:01 GMT -5
It wouldn't be that hard to add, honestly, but the idea is under developed.
I'll work on it and see if I can improve it into something that will fit into the game.
The best way to control population growth today is via politics and keeping your Faction's QP and TP balanced.
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Post by manne on Jun 23, 2014 16:26:08 GMT -5
It wouldn't be that hard to add, honestly, but the idea is under developed. I'll work on it and see if I can improve it into something that will fit into the game. The best way to control population growth today is via politics and keeping your Faction's QP and TP balanced. Is there some place i can read more about how QP (?), TP and politics balance pop growth?
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Post by Cory Trese on Jun 23, 2014 20:03:29 GMT -5
We are working on improving the documentation and the Library -- those will be the go-to place for all stats and reading for the entire game, TP, QP and Population alike.
Several enterprising players have already sent in good analysis on the topics based on experimentation and I'm trying to develop those into usable help sections.
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Swami
Templar
[ Heroes of Steel Supporter ]
Lost
Posts: 1,004
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Post by Swami on Jun 23, 2014 20:49:21 GMT -5
TP, QP and Population alike. What are QP?
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Post by Officer Genious on Jun 23, 2014 21:01:02 GMT -5
Well, we got TP (toilet paper) and population, so QP must be a quantum potty, being a space sim and all! QP are actually quality points, used for planet systems to describe how many upgrades it can hold.
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