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May 8th, 2001, 04:27 PM
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General
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Join Date: Mar 2001
Location: UK
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Re: Edicts, polices and projects
I've probably posted this elsewhere but...
Population movement control. You have a setting to decide how much freedom your population has to move about within your empire. You can change this throughout the game but should be "encouraged" not to do it too much.
At one end of the scale you have martial law/ curfew which restricts movement completely. At the other end you have free movement across all borders, which means your people can move around within your territory at will, and even visit other empires if they like.
This setting would influence things like
-plagues, (restricting movement of people lessens a plague's effect.),
-research (free movement of people = better sharing of ideas),
-Production (commercial / industrial advantages of a larger market)
-counter intel (restrictions on movement make life more difficult for spies and saboteurs)
-happiness (people like to travel, although maybe aliens don't...)
-population growth (see below)
-Refugees (see below)
This introduces the idea of populations moving around on their own: In a free movment empire, each planet's population growth could take into account species living on nearby worlds. For example, even though a planet has only terran population it might produce a small number of Phong as well because there is a Phong population on a nearby world.
The game could also simulate refugees - If people are really unhappy on one planet, then population would move rapidly to nearby, happier planets- perhaps your people would even go to live with another empire.
The max limit for planet population could be changed to a max recommended population: Although population won't grow naturally beyond that mark, larger numbers can be present on a planet as a result of refugees or a player unloading too many civilians. When planets get overcrowded you soon get plagues, unhappiness and localised organics shortages.
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May 8th, 2001, 04:33 PM
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Corporal
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Join Date: Apr 2001
Location: A little city in the corner of the U.S.A.
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Re: Edicts, polices and projects
Rufugees, didn't think about that.
What about having the populations of colonies that are close to an invading fleet flee to worlds deeper in your empire. They just don't want to be close to the enemy.
Mabye colonies close to your empires borders would increase population slower because they are close to the aliens and the unkown. You would have the exact opposite in systems that are heavily defended and deep in your empire.
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Rules? What rules?
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I was Maverick, now I'm Coal.
This is it. That moment they told us about in high school, where one day, algebra would save our lives.
Brain fart, you win again!
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May 8th, 2001, 04:47 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Edicts, polices and projects
I would love to see the population migrate to other polanets automatically. Then I could use my transports to beef up certain populations if I wanted. It's a pain in the a** now to keep moving people around.
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May 8th, 2001, 05:40 PM
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Captain
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Location: Peterborough, Ontario, Canada
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Re: Edicts, polices and projects
Well as long as were talking about things that affect the empire as a whole how about adding 'wonders' like in Civilization? Or the empire-wide facilities of Birth of the Federation?
And I REALLY like that 'bounty hunter' idea, but not as an intel op, should be a resource cost 1/2 effective intel 'blocker'. that way those of us who don't use intel can defend against it (or races who don't research it at all/early enuf).
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Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker.
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May 8th, 2001, 06:59 PM
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Second Lieutenant
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Re: Edicts, polices and projects
Galactic Wonders and Feats would be cool. It could be a way of getting bonuses withouht sacrificing racial points. Also, the planets that they are built on would become strategically important. Imagine having your galactic capital build the Intergalactic United Nations. you'd get a political bonus, as long as you held on to your Homeworld. Of course in a civil war scenario the Homeworld would be important anyway. 
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May 8th, 2001, 07:36 PM
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Corporal
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Re: Edicts, polices and projects
Got another 2 for the list, more of an intel project though:
Sponser Pirates- Would act like steal resources, ship bomb and trade disruption all in one package. Would cost resources for paying the pirates.
Foriegn Aide- Basicly giveing resources to a certain empire. Would decrease your available rasources, but increase you relations with the empire your aideing.
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Rules? What rules?
[This message has been edited by Maverick (edited 08 May 2001).]
__________________
I was Maverick, now I'm Coal.
This is it. That moment they told us about in high school, where one day, algebra would save our lives.
Brain fart, you win again!
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May 8th, 2001, 08:41 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: Edicts, polices and projects
quote: Foriegn Aide- Basicly giveing resources to a certain empire. Would decrease your available rasources, but increase you relations with the empire your aideing.
How would this be different from the existing Give Gift?
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Cap'n Q
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Cap'n Q
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