Aurora 4x

C# Aurora => C# Suggestions => Topic started by: Kristover on May 15, 2020, 11:45:21 PM

Title: Ministries
Post by: Kristover 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. 
Title: Re: Ministries
Post by: RougeNPS on May 16, 2020, 12:20:25 AM
I agree with this idea.
Title: Re: Ministries
Post by: Life_b 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. 
Title: Re: Ministries
Post by: stabliser 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.
Title: Re: Ministries
Post by: Ehndras 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!
Title: Re: Ministries
Post by: Ehndras 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.
Title: Re: Ministries
Post by: liveware 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.
Title: Re: Ministries
Post by: Borealis4x 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.
Title: Re: Ministries
Post by: consiefe 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.
Title: Re: Ministries
Post by: Gabrote42 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.