Author Topic: Orbital and Ground Slots  (Read 4958 times)

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Offline boggo2300 (OP)

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Orbital and Ground Slots
« on: October 26, 2015, 04:17:37 PM »
Erik,
still working on the setup for my multi faction game, and looking at the idea we discussed before on using the maximum population as the cap for slots available to all factions, well the slots run out pretty quickly.

Just looking at the way you seem to be addressing it, and the fact that the available slots are tied to populations rather than the size of the system bodies,  I'm assuming that the slot limits more represent what the population can support rather than what the planet can support?

If so,  I'm thinking I may just let each population have the orbital and ground slots their population gives them, however if and when populations merge due to diplomacy of gunboat diplomacy, the slot levels for the new population must adhere to the limits of the new population size, and excess facilities cannot be supported (ooh that might be a new rule that needs implementing, what happens to facilities higher than the pop can support? might come up due to population decreases as well as this)

so for example if the EU (pop 565, Core, ground: 6, orbital: 8; Research, Defence, Scanning, Intelligence, Orbital Shipyard) conquers Russia (pop 200, Small Core, ground: 4, orbital: 4; Research, Defence, Scanning, Orbital Shipyard)  the resulting population would be still a core, so the EU would not have any additional slots, and would have to abandon 3 ground facility slots, though could keep the two shipyards)

I could see similar issues arising when an empire sets up a colony on someone elses colony (like the US in Steves current Aurora game)

what do you think?
« Last Edit: October 26, 2015, 04:30:15 PM by boggo2300 »
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Offline Sematary

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Re: Orbital and Ground Slots
« Reply #1 on: October 26, 2015, 04:19:13 PM »
That sounds like a good idea. I know I like it.
 

Offline Erik L

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Re: Orbital and Ground Slots
« Reply #2 on: October 26, 2015, 05:56:00 PM »
That's pretty much how I intend it. Facility slots are limited by population. There's not really anything established for maximum slots for planetary size. Though population is limited by that.

Possibly running extra facilities can be run at reduced efficiency. Though building extra facilities won't be possible.

Offline boggo2300 (OP)

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Re: Orbital and Ground Slots
« Reply #3 on: October 26, 2015, 06:31:56 PM »
I'd suggest an additional penalty for extra facilities as well,  what about;

-25% effectiveness per additional SLOT used
-2.5% tax income per additional SLOT used?

though that's not especially sensible for Barracks I think it works pretty well for most facilities
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Offline Erik L

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Re: Orbital and Ground Slots
« Reply #4 on: October 26, 2015, 06:45:52 PM »
That effectively limits you to an additional 3 slots.

I was thinking a slightly smaller penalty, but essentially the same theory.

Offline boggo2300 (OP)

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Re: Orbital and Ground Slots
« Reply #5 on: October 26, 2015, 07:01:37 PM »
well I did pull the 25% out of thin air

though with a Core colony only having 6 and 8 orbital, an additional 3 slots of each is pretty significant still...

what do you think about the tax hit for running them? I figure it's a way of making it a decision to keep the extra facilities or go for the money
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Offline Erik L

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Re: Orbital and Ground Slots
« Reply #6 on: October 26, 2015, 07:35:40 PM »
Hmmm. That might be workable.

Offline boggo2300 (OP)

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Re: Orbital and Ground Slots
« Reply #7 on: October 26, 2015, 08:01:59 PM »
thinking more about it,  that restricts you to 3 slots, buuut its one at 75% effect, one at 50% and one at 25% so really it's only 1.5 extra slots,  and doing it by slot also increases complexity slightly when you have multi-slot facilities like Intelligence Agency,  what about a performance penalty on ALL facilities if your over,  say 10%,  so if you're 3 slots over you take a 30% hit on ALL your facilities? and a smaller hit to your tax revenues, because you're over extended with your experts and resources colony wide.
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Offline Erik L

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Re: Orbital and Ground Slots
« Reply #8 on: October 26, 2015, 09:26:56 PM »
thinking more about it,  that restricts you to 3 slots, buuut its one at 75% effect, one at 50% and one at 25% so really it's only 1.5 extra slots,  and doing it by slot also increases complexity slightly when you have multi-slot facilities like Intelligence Agency,  what about a performance penalty on ALL facilities if your over,  say 10%,  so if you're 3 slots over you take a 30% hit on ALL your facilities? and a smaller hit to your tax revenues, because you're over extended with your experts and resources colony wide.

The hit to all of the facilities is what I was thinking originally.

Offline boggo2300 (OP)

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Re: Orbital and Ground Slots
« Reply #9 on: October 26, 2015, 09:43:37 PM »
cool, now it just comes down to numbers for the penalties

I'm quite liking the 10% per slot over
and a hit to your tax rate of maybe 2.5% per slot, so for 3 over for instance all facilities operate at 40% reduced capacity, and you lose 7.5% income

though that tax hit may be too high
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