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Posted by: Kurt
« on: Today at 10:04:20 AM »

Diplomatically speaking you should get "credit" for being seen attacking an NPC's enemies. I.e. if the United States of Alice are at war with the Confederacy of Bob, and you see them fighting and attack Bob's ships, the USA should like you better. Maybe it could be set up as a large short-term boost (enough to make even a mild enemy temporarily not shoot at you for a few hours/days?) that wears off really quickly (or as soon as you next shoot at them) and a longer-term boost that wears off at the normal rate.

I'm suggesting this because in my current game I'm getting yelled at for being in an NPC's space while I'm fighting shoulder to shoulder with them to contain a pretty gnarly spoiler that, before I stepped in, was wrecking them. Not that I'm being entirely altruistic: I really don't want said spoiler to grow so big eating the NPC's wrecked fleet that I can't contain them later. But still, it'd be nice if they'd stop yelling at me to respect their property rights while I'm saving their bacon.

Personally, I'm a Confederacy of Bob guy. 
Posted by: nuclearslurpee
« on: Today at 09:34:30 AM »

From what I remember from reading Steve's diplomacy change-log for C#, when NPCs consider your claim to a system, they weigh whether they've seen you have a large colony in that system, what tonnage of military ships they've seen there (or around in general), etc. Assuming they don't automatically "know" about your colonies in a system for the purpose of that check, could we get an option to "announce" the location of a colony to neutral/friendly NPCs, the same way we do for ships by activating the ship's transponder? That way you could say "Hey, I have this giant colony here that you haven't noticed because you never come to this side of the system, so respect my claim please."

NPRs do indeed have preternatural awareness of player colonies for this purpose (and, I think, only this purpose):
The NPR will base this on actual populations, not currently detected populations, as it is assumed you will provide the necessary evidence to back up your demand.
Essentially the system works as you suggest, "Hey, here's our colony, it's about yea big, go away please kthxbai."


I was thinking, I am very methodic, I like play slow and starting building big capital ships since the beginning of the game (even at conventional start) and then bigger and bigger which at some point takes time to have these ships ready (and this reflects the reality so all good), but, what could be added is the possibility to speed up the process in exchange of a good amount of money (lets be honest guys, we all have a lot of money at some point of the game) which simulate the war effort.

Let's say you are constructing a ship which would be completed in 2 years, we could think a button where in exchange of 10000 wealth, the completition is reduced of 5%. (These numbers are just an example).

The process could be used once or twice, depends of the length of construction or the ship size.

Smaller ships would benefit of one possibility only, while let's say, 60000t would be 3.

Also the cost could be different, with second, third and so on possibility to be much expensive then previous one to simulate the increasing wealth, need and possibility of the state.

We can already model this in practical terms by pre-building components with planetary industry, which works very well to simulate a "war economy" as we are diverting factory production away from long-term economic growth and towards short-term military buildup.

The problem with using wealth for this is that, IMO, wealth is an easy resource to have too much of, so this just becomes nearly-free fast building. IMO the current system works very well for this.
Posted by: Kaiser
« on: Today at 08:56:00 AM »

I was thinking, I am very methodic, I like play slow and starting building big capital ships since the beginning of the game (even at conventional start) and then bigger and bigger which at some point takes time to have these ships ready (and this reflects the reality so all good), but, what could be added is the possibility to speed up the process in exchange of a good amount of money (lets be honest guys, we all have a lot of money at some point of the game) which simulate the war effort.

Let's say you are constructing a ship which would be completed in 2 years, we could think a button where in exchange of 10000 wealth, the completition is reduced of 5%. (These numbers are just an example).

The process could be used once or twice, depends of the length of construction or the ship size.

Smaller ships would benefit of one possibility only, while let's say, 60000t would be 3.

Also the cost could be different, with second, third and so on possibility to be much expensive then previous one to simulate the increasing wealth, need and possibility of the state.
Posted by: nakorkren
« on: Today at 12:40:39 AM »

From what I remember from reading Steve's diplomacy change-log for C#, when NPCs consider your claim to a system, they weigh whether they've seen you have a large colony in that system, what tonnage of military ships they've seen there (or around in general), etc. Assuming they don't automatically "know" about your colonies in a system for the purpose of that check, could we get an option to "announce" the location of a colony to neutral/friendly NPCs, the same way we do for ships by activating the ship's transponder? That way you could say "Hey, I have this giant colony here that you haven't noticed because you never come to this side of the system, so respect my claim please."
Posted by: nakorkren
« on: Today at 12:36:54 AM »

Diplomatically speaking you should get "credit" for being seen attacking an NPC's enemies. I.e. if the United States of Alice are at war with the Confederacy of Bob, and you see them fighting and attack Bob's ships, the USA should like you better. Maybe it could be set up as a large short-term boost (enough to make even a mild enemy temporarily not shoot at you for a few hours/days?) that wears off really quickly (or as soon as you next shoot at them) and a longer-term boost that wears off at the normal rate.

I'm suggesting this because in my current game I'm getting yelled at for being in an NPC's space while I'm fighting shoulder to shoulder with them to contain a pretty gnarly spoiler that, before I stepped in, was wrecking them. Not that I'm being entirely altruistic: I really don't want said spoiler to grow so big eating the NPC's wrecked fleet that I can't contain them later. But still, it'd be nice if they'd stop yelling at me to respect their property rights while I'm saving their bacon.
Posted by: doodle_sm
« on: June 14, 2024, 11:15:26 PM »

Quote from: Andrew link=topic=13404. msg170131#msg170131 date=1718214962
It is fairly common for several ruins found near each other to be from the same civilisation.  I am usually suprised when I find the first set of ruins which is different from the ones I have already found

Wait, really? I thought they were always one-per-civ currently! Exactly how unlucky have I been??

-20 points, sorry dude :(
Posted by: skoormit
« on: June 14, 2024, 01:47:45 PM »

Exactly how unlucky have I been??

I'd say around -7 ALUs (Arbitrary Luck Units).
Posted by: Gniwu
« on: June 12, 2024, 01:05:29 PM »

Quote from: Andrew link=topic=13404. msg170131#msg170131 date=1718214962
It is fairly common for several ruins found near each other to be from the same civilisation.  I am usually suprised when I find the first set of ruins which is different from the ones I have already found

Wait, really? I thought they were always one-per-civ currently! Exactly how unlucky have I been??
Posted by: Andrew
« on: June 12, 2024, 12:56:02 PM »

It is fairly common for several ruins found near each other to be from the same civilisation. I am usually suprised when I find the first set of ruins which is different from the ones I have already found
Posted by: Kiero
« on: June 12, 2024, 12:54:46 PM »

It is possible.

I have that in my game.
Posted by: Gniwu
« on: June 12, 2024, 12:52:16 PM »

It's a completely trivial thing in terms of actual game impact, but I'd love it if it was possible to find more than one ruin from any given civilization.  The only mechanical difference would be that you wouldn't have to decipher their language after doing it the first time around, but that's still just a side show in the grand scheme of things, not a game-breaking advantage.  Having a little corner of your galaxy sprinkled with lost settlements of some forgotten civilization that might at one point have entertained ambitions not entirely unlike your own would be nice and give the game world a more lived-in feel.  Ruin frequency would remain unchanged from current levels, with the generation of another ruin for an existing extinct race (1) in the same system, (2) in a neighboring system, (3) in a system that's two jumps away being increasingly unlikely in that order.
Posted by: nuclearslurpee
« on: June 11, 2024, 05:16:20 PM »

Please add conditional orders for "fuel less than 55%" and "fuel less than 60%". Sometimes during a geosurvey, the body will move far enough away that 50% fuel won't get you back home, and sometimes your fuel source's orbit is in a bad position.

Also, on a conventional start with relatively short-ranged survey craft, it's possible for the increment to bring a survey craft under 50% fuel by several percent, so having a bit more margin would be valuable. Just a 60% order is probably fine to minimize UI clutter.
Posted by: Aloriel
« on: June 11, 2024, 04:47:36 PM »

Please add conditional orders for "fuel less than 55%" and "fuel less than 60%". Sometimes during a geosurvey, the body will move far enough away that 50% fuel won't get you back home, and sometimes your fuel source's orbit is in a bad position.
Posted by: ChubbyPitbull
« on: June 11, 2024, 11:30:20 AM »

Small suggestion, but just ran into this.

Would it be possible to add another Warning to the Class Design window, where if a class if flagged as a Supply Ship but lacks cargo shuttles, the player is advised that they are needed to transfer MSP? Thanks!
Posted by: paolot
« on: June 09, 2024, 10:13:14 AM »

In the Industry-Construction list, is it possible to add a module that can convert automated mines into manned mines?
If I have AMs on Venus and other harsh sites, and then I wish to place in orbit a station housing people to work on the surface, I don't want to build new mines. But, at least some of the AMs can be converted to be used by workers.
Conversion rate could be 1 AM -> 1.8 mine, or so.