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Old April 21st, 2010, 11:13 AM

MarcoPolo MarcoPolo is offline
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Default Re: Planets and Resources

I dont know about how complex or how simplified you guys want this game to look like. But if what one Shrapnel programmer said here is true about multiple races being able to colonise single planets... then how do you figure this will be done without too much elborate MM (Micromanagement).

I think that each planet should be zoned (for the purpose of sharing a world with several players), of course this addition in detail will undoubtly increase the level of MM, but I propose that it be handled in a multi-tier approach. Whereby the player has the choice to indulge in "said" MM planet functions (or tier 1), and also have a choice to retreat to another tier (tier 2)... ie interplanetary view where immediate moons, asteroids basic planetary region information is tweaked to the players preferences. Tier 3 could be the entire solar system view which enables a player to directly manipulate complete production for his entire solar systems output. It would be a summarised stats screen that allows for direct manipulation of science/commerce/production etc etc for every asset owned by the civilization in that star system. Tier 4 would be a galaxy view of all the stars within that persons acquisition. And each of these levels could be automated at the users behest.

I think the crux of this working or not lies with the focus of how resources will be exploited and in which way to have a significant bearing on gameplay. There is no point to having so many celestial bodies on offer if the game does not intend on having a resource based system of economics or advancements. If there will be no planet mining or finite resources then there will be little incentive to take over anothers territory (other than conquest alone which quickly becomes an empty exercise stilted in the tedious and repititous).

I would make certain resources more abundant on terrestrial planets than gas giants or asteroid belts but balanced enough to make it compelling to need to acquire control of a gas giant or asteroid belts too (by the same token some resources will be more abundant on gas giants and asteroid belts than terrestrial worlds). Otherwise it becomes a self defeating undertaking that offers no strategic benefits to moving an empire from rock to rock. Even stars should have research or defensive bonuses when exploited. Of course there can be star systems that maybe a barren choice for colonisation, ie a small red dwarf with maybe 2 or 3 barren worlds. But this should not detract from it having a strategic importance if its near the border of a significant civilization as it could be used to install listening posts or something that would gain the player a tactical advantage.

In the immortal words of another military tactician...

We can ill afford another Klendathu :P

Last edited by MarcoPolo; April 21st, 2010 at 11:20 AM..
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Old April 21st, 2010, 06:56 PM

pydna pydna is offline
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Default Re: Planets and Resources

It really depends on how you would like to design your overall planet/colonisation rules.

How many star systems would the biggest game have?

How many objects were you planning to include in each system?

Is there a limit on the number of player manufactured objects in a system? (e.g. minefields, space stations etc).

Xrati I never considered two or more players colonising the same planet. It could be interesting, perhaps some rule that only allies could do this? Ofcourse this could lead to conflict down the track if one player wanted to terraform the world and the other didn't, or they stopped being allies :-)
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