deucemaccoy
Curator
[ Star Traders 2 Supporter ]
Posts: 55
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Post by deucemaccoy on Jul 24, 2014 11:44:40 GMT -5
The population growth works well, for the most part. But, there are those occasional planets that have a low quality number (say, 8 or 9) seem to attract more people than I would like. I have several planets that I would love to have just a single mine or 2, but instead get forced to reserve all of my quality space for hab units. And even then, I sometimes struggle.
I would like to see a sense of the populace being intelligent on this, and reacting to my decisions as Templar. When you are unhappy with where you live, you move. Would it be possible to add a formula into the population growth to reflect this desire in the game? When a planet has insufficient hab space, after a few turns of morale loss (maybe 2-4) one population point 'moves' to another colony. Maybe, to simplify the equation, it would move to the colony with the lowest population point at the time.
This would give us some subtle, indirect control over population growth on individual colonies. The total population growth of the empire would not be changed, but we would be able to manage that growth somewhat.
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Post by Cory Trese on Jul 24, 2014 11:58:24 GMT -5
I'm not sure I follow -- what your describing sounds more like the game accommodating poor System management (not enough Habs, poor Morales) than "subtle, indirect control."
All aspects of the game are involved in the ongoing, subtle evolution of the rules and mathematical underpinnings of the game, population growth and distribution included.
I do not, however, see any game play advantages to building in a passive-reactive system that automatically smooths out mismanaged Systems.
I'm pretty excited about some of the upcoming features in this arena and I suspect the average player will find them more engaging and, most importantly, more fun.
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Post by phantombudgie on Jul 24, 2014 13:13:20 GMT -5
As I understand it, (or perhaps misunderstand) population growth is mostly people fleeing the aliens and settling on a nearby colony.
As such, it surprises me when 20 units of people want to live on a quality 6 world (i.e. a radiation-ridden wasteland where you struggle to survive) that has -2 hab space available, when there is a colony 4 sectors away with 22 quality and 7 free hab spaces, and spice halls, and presumably green fields and plenty of the local equivalent of cute kittens etc.
And once the poor wretches are on the over-inhabited low quality planet, they have no means or will to move to a nicer place.
I will happily provide the transport ships. And men with guns, saying "Get on the ships. Now."
However, I will respect the decision of the Trese Brothers on what the gameplay should be.
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Post by Deleted on Jul 24, 2014 14:00:06 GMT -5
What I get out of this is "Live the good life, in the off-world colonies." Is probably a very real slogan on some worlds. Some populations seem to go from 0 to BladeRunner in two rounds or so.
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Post by phantombudgie on Jul 24, 2014 15:51:31 GMT -5
What I get out of this is "Live the good life, in the off-world colonies." Is probably a very real slogan on some worlds. Yet they move to a massively overcrowded hellhole where even if I have a Starport 4, 1 spice hall and maxed out habs 5 and an orbital it is not possible to accommodate everyone (no factories etc.) without going over quality... and guess what, if you give the people enough accommodation and entertainment, they then lose morale anyway because you are over quality. It is cheaper to just let them be overcrowded.
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Post by Cory Trese on Jul 24, 2014 23:54:58 GMT -5
Future updates will include even more fun features, and more ways to influence the Factions.
They're very stubborn, and you'll need careful leadership to control them.
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Post by redhowl on Jul 25, 2014 11:58:14 GMT -5
Future updates will include even more fun features, and more ways to influence the Factions. They're very stubborn, and you'll need careful leadership to control them. Can't wait for these to come through, thank you
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Post by Cory Trese on Jul 25, 2014 17:18:38 GMT -5
Future updates will include even more fun features, and more ways to influence the Factions. They're very stubborn, and you'll need careful leadership to control them. Can't wait for these to come through, thank you Leave a 5 star review to keep us fighting the good fight.
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Post by redhowl on Jul 26, 2014 6:20:30 GMT -5
5 stars and comments submitted to itunes My part was the easy one to fulfil.
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deucemaccoy
Curator
[ Star Traders 2 Supporter ]
Posts: 55
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Post by deucemaccoy on Jul 27, 2014 0:07:59 GMT -5
It is nothing more than an idea. I will support any decision you make, of course, but I am a little taken aback by the 'poor management' statement. Proper management of a 5 quality planet provides no room for any financial investments at all -- there can only BE hab units. In other words, that planet is not just a minor system. It literally becomes a drain on my total income.
Now, obviously, not every system can be fully profitable, I realize that. I suppose what I'm asking for is A way to manage the population. At present (unless I'm missing something), we have no control at all over who goes where, and once they're on the ground they seem to have no way of leaving again. This in no way lessens the fun of the game, but can be a little frustrating in very specific instances.
If you will allow an example from an old game (the name will remain anonymous). People in the various regions eat, and there are only so many spaces in each region where food can be grown. If a region grows too great feeding the populace becomes a problem. In that game, I can raise taxes, which pisses off the masses, and they begin to move. A few turns later, after the population has thinned, I can drop the tax rate back down, and raise the happiness of that region back to 100%.
Every wish does not have to be granted, and I do recognize that orbital platforms do help in this area. I may have gotten a little defensive, and for that I do apologize if I ruffled any feathers.
A slight change to the original idea. What if a population point on a planet is dropped by 1 when a colony ship is built? This would be reasonable (afterall, the people on the colony ship don't appear out of nothingness), and would grant us a form of management that right now we don't have.
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Post by fallen on Jul 27, 2014 0:46:36 GMT -5
If you will allow an example from an old game (the name will remain anonymous). People in the various regions eat, and there are only so many spaces in each region where food can be grown. If a region grows too great feeding the populace becomes a problem. In that game, I can raise taxes, which pisses off the masses, and they begin to move. A few turns later, after the population has thinned, I can drop the tax rate back down, and raise the happiness of that region back to 100%. Heh, moving a family must be cheap and easy!
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deucemaccoy
Curator
[ Star Traders 2 Supporter ]
Posts: 55
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Post by deucemaccoy on Jul 27, 2014 8:21:11 GMT -5
If it needs to be done, you make it happen.
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