Author Topic: Ministries  (Read 1545 times)

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Offline Kristover (OP)

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Ministries
« on: May 15, 2020, 11:45:21 PM »
Reading through the topic about surplus scientists got me to thinking about an idea. In my current game, I have far more administrators than I need...like 25 years in, every colony has an admin but still 70% are unemployed.  How about we have ministries?  Each world can construct a ministry building (Department of Agriculture for pop growth bonus, Department of Mining for mining bonus, etc) which would enable you to apply a fractional balance of their bonus to the planet.  You could have one for each bonus type and you can even have a research line for sector versions.  It creates the illusion of government, particularly if you can rename them, and soaks up the excess ministers.  You would have to find the right balance for bonuses of course but that would seem managable. 
 
The following users thanked this post: papent, firsal, smoelf, serger, consiefe, the obelisk, UberWaffe, Azuraal, Ehndras, Gabrote42

Offline RougeNPS

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Re: Ministries
« Reply #1 on: May 16, 2020, 12:20:25 AM »
I agree with this idea.
 

Offline Life_b

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Re: Ministries
« Reply #2 on: May 16, 2020, 04:34:11 AM »
This can act the same way the command and control modules on ships act, just aimed the different roles planets may have. 
 

Offline stabliser

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Re: Ministries
« Reply #3 on: May 16, 2020, 06:12:35 AM »
80 years in, Ive run out of administrators, they keep getting promoted to higher pop or better mining sites when someone dies/retires.
 

Offline Ehndras

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Re: Ministries
« Reply #4 on: May 16, 2020, 07:52:55 AM »
80 years in, Ive run out of administrators, they keep getting promoted to higher pop or better mining sites when someone dies/retires.

Need more academies, bud!
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Offline Ehndras

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Re: Ministries
« Reply #5 on: May 16, 2020, 07:54:35 AM »
This can act the same way the command and control modules on ships act, just aimed the different roles planets may have.

Love the idea. Adds personality, a bonus (even if small for balance purposes), and uses the same concept as existing features.
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Offline liveware

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Re: Ministries
« Reply #6 on: May 16, 2020, 09:05:20 PM »
Being able to build the ministry of peace on newly conquered worlds would be double plus good.

I'm in favor of this idea.
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Offline Borealis4x

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Re: Ministries
« Reply #7 on: May 17, 2020, 01:08:31 AM »
Yeah, the civilian government needs fleshing out. I feel like a fleet with a colony instead of a colony with a fleet.
 

Offline consiefe

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Re: Ministries
« Reply #8 on: May 17, 2020, 10:48:58 AM »
Yes, the idea is good and simple enough to execute from a gameplay perspective as the system for admins already in place. It would feel like you are choosing parlements for each colony and you can specialise them in different areas.

Definately adds realism and RP value.
 

Offline Gabrote42

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Re: Ministries
« Reply #9 on: May 18, 2020, 10:22:40 AM »
I support it.  We would need to check what percentage of the bonus is applied for balance reasons.  I disagree with making it like the command and control on ships.  I much prefer the idea of the inverse (governor applies full bonus and ministers apply, let's say, 50% of their bonus).  We should also make the Admin Rating requirement a percentage of the total admin rating or, if you want it to be more involved, revisit the AR calculations entirely.  I think the last two can wait, though.
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