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-   -   SE5: Trade, Colonization and Trading Posts? (http://forum.shrapnelgames.com/showthread.php?t=11484)

Siegebreaker March 1st, 2004 07:12 PM

SE5: Trade, Colonization and Trading Posts?
 
I don't if there its any hope of getting any of this into SE5, but here it goes:


Trade:
1- Valuable luxuries, unique resorces and bonus resources. A knock-off from Civ3, but it would make colonization more interesting. These resorces should be scarce, which would of course make the planets containing them very valuable and a source of conflict.
2- Trade routes to block and attack. Maybe a continuos line through several warp points and systems.
3- System blockade. The ability to blockade a system by taking the warp points on the opposite side, so not trade can go through.
4- Trading of luxuries and unique resources like in Civ3.
5- Copying another game its not bad since everybody does it! http://forum.shrapnelgames.com/images/icons/icon10.gif


Colonization:
1- Colony dome, a colony dome should be built first, and its size should determine the number of facilities and population size that it can hold. This dome should be upgradeable to bigger sizes.
2- Reusable colony ship. Only the colony component should be "destroyed" to build the new colony, not the whole ship.
3- Spaceports per every planet.
4- Starlines to connect planets and systems, not under direct player control.
5- Colonization of planets inhabited by other races, low tech or primitive races.

Trading Posts:
1- Trading Posts in planets inhabited by primitives.
2- Trading Posts shouldn't need population.
3- Trading Posts should allow the trade of luxeries or unique resources produced by primitives.
4-Trading Posts should be far cheaper than colonies, and could be fortified.

Colonial politics:
1- Relations with primitives
2- Colonial goverment, from military goverment to autonomy within the Empire.
3- Colonial militias for planetary defense. (oh well, we got this one already http://forum.shrapnelgames.com/images/icons/icon10.gif )
4- Standing colonial armies?
5- Colonial policies not only at planetary level, but system level. (I.e. a system could be autonomous within the Empire, or declare independence!)
6- The ability to grant independence to a planet or system.
7- Several kinds of "indenpendence", from autonomy to vassal, to protectorade, to free-trade zone, to really independent.
8- Colonies could be granted the status of Province or State, with representation on the Imperial Senate. (some pre-requistes for this, like pop size and distance from homeworld)
9- Political parties.
10- Elections.
11- Election campaigns.
12- Cheating on elections.
13- Civil War!!! http://forum.shrapnelgames.com/images/icons/icon10.gif

narf poit chez BOOM March 1st, 2004 10:49 PM

Re: SE5: Trade, Colonization and Trading Posts?
 
i'd say that the farther down you list, generally, the less chance of it being included.

but it would be neat if it was. http://forum.shrapnelgames.com/images/icons/icon7.gif

Intimidator March 1st, 2004 11:09 PM

Re: SE5: Trade, Colonization and Trading Posts?
 
Agree with the both of you http://forum.shrapnelgames.com/images/icons/icon12.gif

But my wish list:

Stellar:
-Orbiting planets.
-FTL-movement, Keep the WarpPoints but also make it possible to leave your system at the edge and come in the next square and move through it. It will take a lot longer to move to another system, but hey! you will get there.

Combat:
-Tactical ground combat.
-More simultanious space combat (when you move to enemy ships, you don't get a round of their defensive weapos and thatr should be)(you should be able to put your weapons on defens or attack)

Trading:
Agree with the trade options described below, But I liked to see one (extreme) option: transportable rescources http://forum.shrapnelgames.com/images/icons/icon7.gif
So NO SPACEPORTS but make the transports yourself and get those rescources to your spaceyards and factories the hardway (CONVOYS)(it should be an option, so you can shut it OFF)

Traits:
-Tradeable Traits, you can not invent them but you can get them by trade,gift or capture.

Colonies:
-Colony component for ships/bases, so you can let people life and expand IN space.
-Colonizable astroids.

Had some more ideas but let anybody fitt in some more.

Intimidator

Paul1980au March 2nd, 2004 02:15 AM

Re: SE5: Trade, Colonization and Trading Posts?
 
Orbiting planets yeah has some good points - you would have to orbit the warp points in outer system also though to make it compatible.

narf poit chez BOOM March 2nd, 2004 02:20 AM

Re: SE5: Trade, Colonization and Trading Posts?
 
make that an option. changing strategy as your planets rotate.

Kamog March 2nd, 2004 08:22 AM

Re: SE5: Trade, Colonization and Trading Posts?
 
I like the idea of being able to travel to other systems more slowly without using warp points. It makes sense that you should be able to do that; after all it's just empty space in between and it's just a matter of traversing the large distance. But it should take a long time to do it.

Lord_Shleepy March 3rd, 2004 02:36 AM

Re: SE5: Trade, Colonization and Trading Posts?
 
*****Harumph...snort...wheeze....awakes from long hibernation*****

Another idea - Bring back the option of retreat/escape from combat. In SEIII this tended to be annoying...making it difficult for attacking ships to close on cowardly defenders, and resulted in too many extended chases. If worked properly, however, it could add a little more variety and a lot more realism to combat (why must every battle be a fight to the death?...or a struggle to live till turn number X?). It would also make role-playing somewhat more satisfying.

Maybe add this feature as a component trait - those ships with an emergency propulsion pod or similar item could make a quick boost away from combat? Or some other way of moderating it...making it possible but not inevitable?


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