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May 6th, 2001, 06:46 PM
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Corporal
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Edicts, polices and projects
I think someone already posted about edicts awhile back, and I just wanted to bring up the subject again. The idea is to have something that would not be a facility or ship, but a thing that would change how a planet or system or the entire empire works and acts. Here are some ideas I had:
Planetary City Project- Cause a planets cities to expand all across the surface of the world. Would triple or quadruple a planets max population and facility limits, but would limit the happiness to a medium level.
Planetary and System Marshall Law Edict- Would prevent riots and stop or decrease espionage on that planet or system, but would limit happiness to a medium level and mabye decrease production.
War Time Industry Edict- Would act as an improved emergency build that would effect the entire empire and have no time limit, but would lower happiness over time.
No Prisoners Policy- Would lower chances of espionage across the empire, but have no effect on happiness.
These things would be nice to have, allowing players to better control and develop empires.
Naturally, any opinions or additions to the list are welcome.
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Rules? What Rules?
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This is it. That moment they told us about in high school, where one day, algebra would save our lives.
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May 7th, 2001, 06:28 PM
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Sergeant
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Re: Edicts, polices and projects
That reminds me of the way policy is set in Sim city. It would be an interesting idea if the nationwide politics could be modelled as such. Also, it might open some avenues for some really cool intel projects.
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May 7th, 2001, 11:48 PM
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Corporal
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Re: Edicts, polices and projects
Yes it would be nice another would be political shuffle project, you build a building say a tribunal happyness on the planet goes up and so does production rates + the planet produces more (no embezelment) untill the effect of the building ends. an effective way to put those colanies you just took over in their place....
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May 8th, 2001, 09:25 AM
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General
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Re: Edicts, polices and projects
Nice ideas. The "No prisoners" one should also have negative effects on some of your political dealings with other empires.
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"Pinky, are you pondering what I'm pondering?"
"Uh, I think so Brain, but how are we gonna teach a goat to dance with flippers on? "
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May 8th, 2001, 03:16 PM
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Corporal
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Re: Edicts, polices and projects
Another idea for the list:
Bounty Hunters- Send out bounty hunters or put a price on enemy spys. Like a much improved counter-intel. Would cost some resources (for payments), but if sucsesful, would stop or destroy all enemy intel projects in you empire. Mabye this could be an intel project.
Alien Culture Project- A facility (mabye) that would let you citizens see what other races are really like. Would improve relations between your self and all other races. Mabye embassy would be a better name.
Creation of Life Project- Time to play god. Allows you to create a whole new race. I have no idea how this would work.
Mabye if I read more of my sci-fi books i'll get more ideas.
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Rules? What rules?
[This message has been edited by Maverick (edited 08 May 2001).]
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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, 04:27 PM
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General
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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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"Pinky, are you pondering what I'm pondering?"
"Uh, I think so Brain, but how are we gonna teach a goat to dance with flippers on? "
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May 8th, 2001, 04:33 PM
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Corporal
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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?
__________________
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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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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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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"The Empress took your name away," said Chance.
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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