Re: SE5, Tell Aaron what\'s on your Wish List
Yeah, but something like "bonus resources" like in Civ3 would be nice. I.e. your planets are basically all the same, though some have bonus resources like Dilithium, Tritanium, Neutronium and stuff, which add certain bonuses to things being done there. For example Dilithium bonus resource might make for an intrinsic "resupply depot" capacity for the planet, removing the need to build one, or might make engines of ships built in that sector/system/empire cost less. (The cost decrease would be biggest in the same sector, for example 50%, in the system 20%, and the rest of your empire 10%.) Tritanium decreases mineral cost for your starships or makes armor more efficient or allows for more damage resistance of components. Neutronium provides a large bonus to armor strength of armor components. Ships/units built with these bonuses will retain them for ever, however if you lose the source (by military action/random event/over exploitation in a limited resource game) you lose the bonus.
Also, population happiness should be looked into. It should be clarified to a greater degree why populations are unhappy. Now, you can simply station troops on planets to increase happiness/decrease revolt risk. But not all people would like military police. This should be implemented in the game; i.e. troops make for higher productivity if it falls low due to unhappiness, but decrease the unhappiness even further, increasing the revolt risk. You could also alleviate taxes/production speed (i.e. strain)/ship luxury goods there/etc. to improve happiness but at the cost of certain things (i.e. alleviating taxes would mean a happier planet but less income, reducing production speed would mean more happiness but less productivity in resource generators/spaceyards, etc.).
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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