
September 12th, 2002, 07:59 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Proportions mod: So confusing!
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Originally posted by Mylon:
I'll email you those save files latter today. Meanwhile, a few suggestions for Proportions:
Cultural centers. I'd like to see them at least halved in price. It _should_ be reasonable that a homeworld could actually build 18 of them within a reasonable time before developing useful space flight. Yes, they may be massive in size, and 50 years may make sense for their size, but that is also 500 turns.
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18 of them? Well at 100 years a piece, that's only 1800 years. It took Earth more than twice that long to produce substantially fewer than that.
Also note that you can build a colony that is more productive than a cultural center, and produces exactly what you want it to, in far less time than it takes to build a cultural center. It won't be as compact and it won't have the exact same bonuses, but that's the difference between building heaps of infrastructure, and actually developing a culture. Or, at least, Proportions' representation of that difference in SE4 terms.
I do think though that I will probably, eventually, adjust the abilities and cost of the "Colony World Cultural Center" facility. Maybe even before anyone succeeds in actually building one in a game...
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Along the same vein, perhaps population production bonuses should be increased significantly. Most colonies with about 100 M population can produce almost half of what a homeworld can. I would think a homeworld would be more productive. Also, the population growth should be bonus significantly increased in cost. A +10 bonus to population growth is fairly cheap and is actually added directly on despite other modifiers (bad planet conditions, angry, ect), thus allowing a population to double in say 4-5 years rather than 15.
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I've considered this sort of idea before. Originally, cultural centers did have a construction ability, but that meant you could never build more than one on a planet, or replace one on a homeworld. It also resulted in the ability to produce very expensive items in a very short time, because of the single planetary build queue. There are rationalizations for how a homeworld should in fact be able to snap together a capital ship in one turn, but on reflection, I kind of like the existing system, in part because you can't build hugely expensive things in a short time.
What you can do (and most humans and AI seem to do this) is actually build a bunch of construction yards in space over a homeworld. This has a number of advantages (from a design/interestingness perspective) over giving a homeworld a huge construction ability. The advantages, as I see them, are:
* You can build as much as your actual infrastructure investment (in BSY's) lets you.
* You are still limited to long build times for expensive items.
* You have to consider the cost and maintenance cost of your production facilities.
* The enemy can raid your orbital bases without having to battle your homeworld to the death.
* If enemy blockaders can't get close enough to destroy your homeworld BSY's, they can still produce defense forces even if enemy blockade and/or ground troops are causing your homeworld to riot.
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Another thing I would like to see would be enhanced cities based on other tech advances. This would probably be a pain to impliment, as there could easily be 81 or so combinations for each level of city. The idea is that a level of applied research would not only improve the quality of research centers, but the research bonus given by cities as well. Likewise for organics extraction, mineral extraction, ect. If this is followed through, I would suggest removing the current upgrade-chains in the current city lineup to make this a bit easier to handle. Likewise, without the city chain cities should be made somewhat cheaper (where a metropolis used to cost 65k (minor city + upgrade), they would now cost 100k! Upgrading the cultural centers on the homeworld would probably never happen unless there is a dramatic reduction in cost (or production in bonus), but it would be nice to add upgraded Versions for other well developed planets.
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Not a bad idea, although I wish I had the time/energy to design and mod 81 city variants, not to mention the other stuff I would rather do first. Of course, what you can do is use the existing rate-modifying facilities already in the game to gain multipliers to standard facility abilities. See Robot Factory, Mineral Scanner, etc.
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Considering how most other techs double in usefulness with the second level of research, it would make sense that this would apply to starliner modules as well. And I keep buging you because paying for the life support, bridge, engines, and solar collectors (They don't go very far without them!) gets expensive if you have to pay for 20 rather than 10.
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Hehe. Of course you can feel free to do so for your own enjoyment. Another idea would be to halve population mass to 500kT, if you just want faster development. However the point of having these hardships in Proportions is of course to make it the Herculean task it actually would be (actually, I think it's pretty easy compared to "reality") to move many millions of colonists to inhospitable alien worlds and turn them into self-supportive and productive colonies. Another reason starliner modules don't double at tech level 2 is because of my imagination of how difficult it would be to overcome the basic and very enormous physical requirements of moving a million folks and keeping them alive on board and shipped with enough stuff to allow them to do anything but fight for survival (and probably lose) at their destination.
If I were to implement this suggestion, it would probably be by calling the current level I, "level II", and then defining a level I that was twice as lame as the current level I.
PvK
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