Thread: Babylon 5 Mod
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Old April 19th, 2004, 02:11 AM
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Default Re: Babylon 5 Mod

Okay, back from two weeks in Modem Hell. Very frustrating.

As regards the slow build up versus fast buildup, mt approach has been to use the Aggressive facilities as cheaper (half the usual cost) and 'almost as good" facilities for the small/domed planets that will never have a big enough population to build the full-sized facilities in less than geological time. Of course, strip-mining the planet means you make it uninhabitable (and eventually even worthless depending on how far down you drive the planet values) but then you just move on and abandon it!

The main issue with "slowness" is the population modifiers, but they are also the coolest feature (except the declining production values as population climbs over 620M people, but that's a seperate battle).

A second issue with "slowness" is that manufacturing colonies actually reduce the production rate (except MC III which leaves it unchanged).

I would argue that canon says that ship construction takes place mostly in orbit. Orbital shipyards should be expensive but should be more capable than planet-based ones. This actually helps playability, as this means that you don't have to wait for the planet to be populated by facilities before you construct your Amazing All-Powerful Armada - planetary development is interrupted to build the orbital shipyard, but then shipbuilding and planetary development are not in competition.

This works well in playtesting, with the exception of the fact that the AI builds all its orbital shipyards around its homeworld (which is more of a disappointment than a problem).
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