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Topic Summary

Posted by: James Patten
« on: October 20, 2008, 07:10:31 PM »

Under diplomatic relations:
 - if you are not at war with a particular nation/race, something gives you a cassus belli to go to war with that entity.  I would think the chances decline as you move up in the diplomatic hierarchy.
 - if you ARE at war, a breakthrough in peace talks or understanding allows both sides to stand down.

It would also be interesting if a particular colony decides to break away (interesting in the sense of the Chinese curse, "may you live in interesting times").
Posted by: Erik L
« on: October 20, 2008, 11:57:46 AM »

I'll start.

+/- Cash
+/- Research Points
+/- Survey points (geo and grav)
+/- Shipyard rate
+/- Diplomatic relations
+/- espionage points
+/- Population growth
+/- Unrest
+/- GU Training
+/- Mineral resources
+/- Mining rate

Most of those could last a couple (or more) 30 day periods. Some should only be a one-off type though.
Posted by: Steve Walmsley
« on: October 19, 2008, 09:47:16 PM »

Quote from: "Erik Luken"
I think this has been raised before, but I am unsure.

How about adding in random events, similar to MOO. Make it a low percentage (1%/month) and have a list of say 100 items, 25 good, 25 bad, 50 neutralish. Items ranging from increased/decreased tech point gain, income, shipyard output, etc.

Though as I'm typing this, possibly reduce the percentage to .1% per month, but make it cumulative. Once an event is triggered, the percentage drops back to the starting value.
It has been mentioned before and I definitely want to do this. I just haven't got around to it yet :)

If anyone has any suggestions for such events please post them in this thread as it will give me a convenient reference point once I start working on this area.

Steve
Posted by: Erik L
« on: October 19, 2008, 06:38:32 PM »

I think this has been raised before, but I am unsure.

How about adding in random events, similar to MOO. Make it a low percentage (1%/month) and have a list of say 100 items, 25 good, 25 bad, 50 neutralish. Items ranging from increased/decreased tech point gain, income, shipyard output, etc.

Though as I'm typing this, possibly reduce the percentage to .1% per month, but make it cumulative. Once an event is triggered, the percentage drops back to the starting value.