Posted by: RougeNPS
« on: April 22, 2020, 11:54:15 AM »I think it should just give a boost to terraforming speed if ever implemented.
Sure it does.. the more colonies you have the more manufacturing population and general population growth you get. At some point population become the major limitation on economic growth and not new mining sites.
I never had that issue much in VB6, my starting world/earth always ended up providing more than enough manufacturing capacity, especially as mines were moved off-world.(this may just be a quirk of how I chose to play the game, however) Perhaps the population limit rules will come into play later on. I suspect this is something that simply needs longer-run campaigns to understand. There’s a lot of changes in C# that need more playtime to evaluate, and my games so far haven’t had a chance to get past a dozen hours or so. Still, I think there’s certainly room for more colonization opportunities.
Sure it does.. the more colonies you have the more manufacturing population and general population growth you get. At some point population become the major limitation on economic growth and not new mining sites.
In broad terms, because then there wouldn't be as much pressure on your race to explore, and expand, and exploit. In other words, three of the four Xs.
The game doesn’t really encourage colonizing anything other than mining locations/ruins, however. There are dozens of highly colonizable bodies that I have had to overlook just because they didn’t provide one of those things. I don’t think it would be hugely detrimental to the game’s roots as a 4x to provide some sort of added function for these bodies, outside of RP.
In broad terms, because then there wouldn't be as much pressure on your race to explore, and expand, and exploit. In other words, three of the four Xs.
How about having installations for agriculture similar to financial centres. Though instead of generating wealth they give a % boost to your empires pop growth. Oviously this would need to be incredibly small per individual facility, and make them unable to be transported.
If they had a combination of requiring a large amount of workers and taking alot of build points then you have a rough simulation of colonists building up a network of farms and such. The sheer number of workers required will mean you cannot simply spam huge numbers on Luna and suddenly boost your empire growth by 100's%. Combine this with a wealth cost and you have another reason to require the currently lacking finance centres.
If it would take a large amount of work and cause too many bugs to have an empire pop bonus, then make the facilties provide a simple growth bonus to the colony only. This will then mean they become a source of colonists for your frontiers etc.
I think adding full on food/etc trading is kind of logistically unviable, but I like the idea of using backwater worlds to provide a certain amount of service/agriculture pop percentage “buff” to an associated world in the form of their free manufacturing populations. For example, these are (imagined) numbers in the default game
Earth 100m pop > 25%ag 50%service 25% manufacturing
Luna 20m pop, with no manufacturing facilities> 25/50/25
This means Luna has 5m manufacturing pops waiting for work.
What if you could set a colony (in this case Luna) as “system service” and it would instead donate its spare population to filling out service/agriculture jobs in the system that can be done “remotely” (with diminishing returns)
This way if you have a mining world that has a high colony cost in the same system as a low colony cost, the low cost colony could “subsidize” the service/ag requirements of the mining colony? It could be a new building, “system administrative facility” that takes manufacturing jobs and converts them at a diminished rate to support jobs for other system bodies.
This seems doable without many changes and works inside the games current economy (even the building is optional really)
While I love the idea of 'backwater worlds' from an RP perspective, I feel this would just make a LOT more micromanagement for not a huge amount of benefit. Maybe modifying this idea and adding it into the civilian pop/lines? Like declaring a planet an 'agriculture' world, for example (or 'fishing' world etc) and having ti handled through civilian lines and whatnot, taking the micromanagment out of the players hands.