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Post by warhog on Oct 10, 2014 7:26:16 GMT -5
What do you think about this? Like making a new ship upgrade/crew training to explorer for an ability to generate system rolls.
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Post by En1gma on Oct 10, 2014 8:16:01 GMT -5
Awesome. The poor explorer had nothing to do but wait after it explores all of the known anomalies, why not have them start exploring systems? Make it take like an extra turn- this could take quite some time to complete...
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vylox
Consul
Colonial Minister of Clan Javat.
Posts: 89
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Post by vylox on Oct 10, 2014 22:39:13 GMT -5
So one would have to explore a star before knowing it's potentials ?
Random colonization here I come!!
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Post by xdesperado on Oct 10, 2014 22:54:53 GMT -5
So one would have to explore a star before knowing it's potentials ? Random colonization here I come!! I think what the OP is asking for is that we be given upgrades that allow more than the basic scouting report we get currently. So instead of sending a Colony ship to a planet that initial report says is 2-20quality and 2-20 minerals, which turns out to be a 4 quality 6 mineral world, we can spend extra scouting time and get a narrowed range or exact readings for the planet prior to colonization.
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Post by warhog on Oct 10, 2014 23:11:15 GMT -5
Yeah now the system rolls are generated when colonizing ends the turn, right(?) So I'm wondering if that mechanic could be used for explorers.
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Post by Rico's Roughnecks on Oct 11, 2014 1:26:35 GMT -5
All the systems values could be generated when you start the game, then concealed until you scout or colonize.
Scouting systems as a function of scan 1 would be great, then hives and the explorer could do it. My least favorite part of the game is unpredictably getting a worthless planet, then the population grows uncontrollably and you hemorrhage money and morale and drag your entire empire down when you never had any way of predicting or preventing it, at least in the first several game years.
So I think scouting should be a low tech ability so you can do it in the early game when a bad system hurts the most. If that seems too easy, it could be made to take several turns or slowly narrow down the possible range closer to the predetermined actual value. Ie, it starts out 2-20, scan once and it tells you 3-19 , scan again and it says 4-18 etc closer and closer to the real value
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Post by Dallimar on Oct 11, 2014 7:03:17 GMT -5
I this idea. I came to the suggestions board to ask four the ability to abandon a planet. I ended up with a quality 4 planet that is a massive drain on my econ cause i can't get rid of it and its impossible to keep up with pop growth.
I haven't tried bombing it yet, maybe that will work. Anyone try invading your own planets yet?
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Post by Cory Trese on Oct 11, 2014 7:21:09 GMT -5
1) you cannot invade your own planets 2) bad enough planets convert to Indy and cap population 3) i'm working on other political features
and I logged a ticket to see if you'd like this feature in the game:
Ticket #2759 4X - RFE - Scouting uncolonized systems
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Post by xdesperado on Oct 11, 2014 15:19:25 GMT -5
Cory Trese perhaps an advanced scouting option that will take a number of turns to complete like the research and political actions. I know initially people are just looking for a planet they can eke out an existence on but after initial 3 colonies with hive ship, the factions will probably want to be a bit more discriminating in their choices unless the flood of refugees is truly overwhelming.
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vylox
Consul
Colonial Minister of Clan Javat.
Posts: 89
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Post by vylox on Oct 11, 2014 15:23:05 GMT -5
Low quality planets only turn Independent at 2 quality. I have had several 3 quality planets remain aligned.
I think this would fall into the Space Colonization technology tree. Place it in with the Blackrock System. If anything it could be an addition to the planet colonization roll, like +2 or something similar to the listed minimum for planets.
While the idea itself is somewhat interesting, it doesn't seem like it would add any depth to the game with just being a change to the min/max quality or minerals per uncolonized planet. Personally I do not see the need, as a part of the game is to work with the randomized constraints that low quality and or low mineral worlds produce. I see working with these types of planets as a challenge, one that I see disappearing with any change to the current way colonization works. Like in my current game on my phone... 8 quality 33 minerals.. it is at 7 of 8 quality and 17 of 33 minerals with 7 of 8 population. nice little place....
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Post by warhog on Oct 11, 2014 17:21:06 GMT -5
vylox It would be a MAJOR change in how you colonize and which faction goes where. But yeah I thought exactly the same tonight. Having crap systems is indeed a part of the game, so this needs to be discussed/considered thoroughly before implementation, as it would change the core gameplay quite a bit. It could be made expensive, so you'd have that choice to make.
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Post by Dallimar on Oct 12, 2014 12:09:43 GMT -5
Ok, i can deal with them being independent. I've tried queuing empire/clan specific updates if i want to keep them as soon as i colonize, so i Should be able to get my orbital refinery even if it's independent, right? Haven't had one sold to Indies yet so not certain but...
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vylox
Consul
Colonial Minister of Clan Javat.
Posts: 89
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Post by vylox on Oct 12, 2014 13:39:03 GMT -5
Ok, i can deal with them being independent. I've tried queuing empire/clan specific updates if i want to keep them as soon as i colonize, so i Should be able to get my orbital refinery even if it's independent, right? Haven't had one sold to Indies yet so not certain but... I have only ever seen planets with 2 quality get sold to independant star traders, irregardless of what you have put into the build queue. On a couple of my plays i have planets with only 3 and or 4 quality staying in faction/clan hands. If anyone else has seen quality 3 or 4 become sold to independants, I would like to know and how much was paid for them. I have sold 4 in total in my various plays and the purchase price has always been 600 credits. I wouldn't mind knowing about other potential colony sales that could happen and the values given for them ;>
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Post by Cory Trese on Oct 13, 2014 7:22:14 GMT -5
Colonies below Quality 5 will eventually be sold to Independents.
An upcoming release will include political options to increase that option, and direct the process from your government.
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vylox
Consul
Colonial Minister of Clan Javat.
Posts: 89
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Post by vylox on Oct 13, 2014 14:43:51 GMT -5
Colonies below Quality 5 will eventually be sold to Independents. An upcoming release will include political options to increase that option, and direct the process from your government. is there a maximum time frame for tuis in terms of turns ? I have a 3 quality planet that i would rather not become an independant world as it stands... It has a starport 4, Mine 6, orbital mine 3, and orbital refinery 2... it makes tons of cash with only using 2 of 3 quality....
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