Post reply

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Note: this post will not display until it's been approved by a moderator.

Name:
Email:
Subject:
Message icon:

shortcuts: hit alt+s to submit/post or alt+p to preview

Please read the rules before you post!


Topic Summary

Posted by: yourITguy
« on: February 03, 2021, 12:36:41 AM »

Thirdly, there could be research to increase the max pop for your colonies as there isn't any mechanic that already does that, as far as I know.

There is no way to increase the living space of a planet right now, but I think tech that does should go under construction. It'd be about building megastructures that can house millions of people at once, like arcrologies.

Oh but there is through orbital habitats. I build 2.5bn ton (1bn capacity) "ringworlds" around major worlds. Even the agriculture % adapts to the presence of orbital capacity.

I did not know that orbital habitats effectively increase the pop limit! I mean, it makes sense, but I didn't know it actually worked that way in the game.
Posted by: RougeNPS
« on: January 29, 2021, 12:19:52 PM »

I would love to be able to make megastructures like Arcologies.
Posted by: Droll
« on: January 29, 2021, 11:41:40 AM »

Thirdly, there could be research to increase the max pop for your colonies as there isn't any mechanic that already does that, as far as I know.

There is no way to increase the living space of a planet right now, but I think tech that does should go under construction. It'd be about building megastructures that can house millions of people at once, like arcrologies.

Oh but there is through orbital habitats. I build 2.5bn ton (1bn capacity) "ringworlds" around major worlds. Even the agriculture % adapts to the presence of orbital capacity.
Posted by: Borealis4x
« on: January 29, 2021, 11:26:04 AM »

Thirdly, there could be research to increase the max pop for your colonies as there isn't any mechanic that already does that, as far as I know.

There is no way to increase the living space of a planet right now, but I think tech that does should go under construction. It'd be about building megastructures that can house millions of people at once, like arcrologies.
Posted by: Zap0
« on: January 29, 2021, 02:09:26 AM »

I can't remember which 4x space game I played that had this, but what if there were random planetary/system/empire wide plagues that must be cured (toggled on/off in game settings)?

Sounds like Space Empires
Posted by: RougeNPS
« on: January 28, 2021, 10:19:11 PM »

I can't remember which 4x space game I played that had this, but what if there were random planetary/system/empire wide plagues that must be cured (toggled on/off in game settings)? I like the idea of having to design a hospital ship or a hospital ground team that you have to deploy. Also, I like the idea of having to research the cure for each plague before getting rid of it completely. Of course, this idea might be too on the nose given the current ongoing global...situation.

Also, I like the idea of adding research to increase growth rate somehow. It would give us another option other than assigning governors or just moving pops to new colonies.  I suppose the medical ship or facility in my first idea could go along with that, but it could also be a flat bonus research sort of like the terraforming rate increase.  It would be kind of neat if those research projects were things like "Cure Cancer" as that would be incredibly satisfying in my opinion, though I suppose it would make it kind of opinionated as you don't always have to play as human, so alternatively, it could be "Cloning" "Prolong Serum" etc. Edit: Ran into this thread shortly after posting this: http://aurora2.pentarch.org/index.php?topic=12225.0

Thirdly, there could be research to increase the max pop for your colonies as there isn't any mechanic that already does that, as far as I know. It would be awesome if there was end game tech that allows you to move planets, modify suns, etc. in order to make planets even more suitable (without going into SM), but that's out of scope for this thread.

Lastly, (and this is really for Steve if he happens to read this :) ) I would love if gene modification was reimplemented as I love the idea of having thin boned and tall asteroid people and thick/thicc heavy worlders.

Haha. I was wondering if you were going to run into my thread on this topic as well.

I like your suggestions by the way.
Posted by: yourITguy
« on: January 28, 2021, 04:47:10 PM »

I can't remember which 4x space game I played that had this, but what if there were random planetary/system/empire wide plagues that must be cured (toggled on/off in game settings)? I like the idea of having to design a hospital ship or a hospital ground team that you have to deploy. Also, I like the idea of having to research the cure for each plague before getting rid of it completely. Of course, this idea might be too on the nose given the current ongoing global...situation.

Also, I like the idea of adding research to increase growth rate somehow. It would give us another option other than assigning governors or just moving pops to new colonies.  I suppose the medical ship or facility in my first idea could go along with that, but it could also be a flat bonus research sort of like the terraforming rate increase.  It would be kind of neat if those research projects were things like "Cure Cancer" as that would be incredibly satisfying in my opinion, though I suppose it would make it kind of opinionated as you don't always have to play as human, so alternatively, it could be "Cloning" "Prolong Serum" etc. Edit: Ran into this thread shortly after posting this: http://aurora2.pentarch.org/index.php?topic=12225.0

Thirdly, there could be research to increase the max pop for your colonies as there isn't any mechanic that already does that, as far as I know. It would be awesome if there was end game tech that allows you to move planets, modify suns, etc. in order to make planets even more suitable (without going into SM), but that's out of scope for this thread.

Lastly, (and this is really for Steve if he happens to read this :) ) I would love if gene modification was reimplemented as I love the idea of having thin boned and tall asteroid people and thick/thicc heavy worlders.
Posted by: Gabrote42
« on: January 08, 2021, 04:31:44 PM »

Difference between 5% and 0% is quite massive. On midgame earth, that's 50m extra workers. 1000 factories worth.
That is a fair point. I was thinking a ~0.20% flat reduction for each tech or a "big steps" tech with >=0.5% for each 3 engine tech interval (maybe starting with Ion) if we are going for the straight flat percent. The other options are a fraction of a percent like 4% reduction on Farming and Life Support per level of tech if we are going for "always applies" (which leads to 5%-5%*tech*0,04), or a bigger number if we are going for "If FaLS%>X%" (X being a number above 5%). The point is that to reach the lowest of numbers even in the generous ones requires borderline Photonic or something.
If you find a better implementation then do not hesitate to share it!
Posted by: Platys51
« on: January 08, 2021, 12:56:13 PM »

Difference between 5% and 0% is quite massive. On midgame earth, that's 50m extra workers. 1000 factories worth.
Posted by: RougeNPS
« on: January 08, 2021, 10:42:56 AM »

I mean that doesnt affect much besides how many people work in those sectors and how much the planet generates civilian sector stuff doesnt it? That could be an good idea.
Posted by: Gabrote42
« on: January 08, 2021, 09:39:33 AM »

I guess while we are at it, i could throw some ideas in that i came up when i suggested an addition to the tree a week ago.
(...)
Gene-Modded Animals (Havent thought if what this could do yet.)
I love OP's ideas and would like at least the first four implemented. Imo, gene-modded animals/plants could be used to lower the percentage of the Farming and Life Support sector in colonies (if that seems too OP, then maybe either have it only apply when Col. Cost is above X or something. Unless you want to lower a fraction of a percentage instead of a flat percentage).
Posted by: Platys51
« on: January 08, 2021, 06:48:25 AM »

You need to consider how strong of a benefit this is early on.

Moon is col cost 2. Mars could be made near habitable within few years too.

If you do 1k, 3k, 5k and 10k research, it would be 19k RP to get habitable world very early into the game.

Btw, if this was a thing, removing required LG infra from asteroids would be nice. With let's say second tier of research, so it can be used a bit more.
Posted by: QuakeIV
« on: January 07, 2021, 08:59:57 PM »

Planet specific research that would lower col cost would be great. For when you cant quite reach 0. If it would be flat change with lets say 4 tiers and final one costing 10k RP and giving -2 col cost, it would definitely be worth it.

I think the cost is too high and the benefit is too low but in general I like this idea so I wish to express support for it.
Posted by: Borealis4x
« on: January 07, 2021, 04:08:28 PM »


Move the current Troop Capability techs under Biology: so you are kind of modifying their genes (rather than provide some sort of equipment as now?)


I'd rather not Troop Capability techs go under biology to implying you are modifying your soldiers genetic structure rather than their loadout and training. I don't think that sort of stuff would fit with a lot of people's preconceptions of what their Empire and army are like.

Yeah I always saw it as training/equipment. Had no idea people thought it was genetic modification especially when modern militaries often have various training programs for different terrains.
I guess the fact that almost all are infantry only?


I know guys and I agree with you but this could be seen both ways. Either you are genetically engineering your soldiers or you are researching new equipment's. The biological tech is just an enabler then, you can RP the way you like it. I am just trying to revive the tech that, as I have already said, at the moment it does not have reason to exist.

I still believe such equipment will have to be with some biological/genetic foundations as an engineer has no idea of the human body reactions under certain stress and/or conditions but can only work following specifications provided.

Just because its in Ground Units doesn't mean their can't be a genetic modification aspect to upgrades from an RP perspective. However, to put such techs in Biology would basically insist to the player that genetic modification plays a big role for said upgrades. Of course you don't have to acknowledge it personally, but keeping such tech in Ground Units better facilitates RPing for all types of Empires. 
Posted by: RougeNPS
« on: January 07, 2021, 04:01:32 PM »

Keeping it as 2 separate researches would be better. As I said, Biology one would be flat bonus on one planet. As is you just cant make titan habitable, not even with max col reduction tech. This would allow you to take those few worlds that can come close and push them over the line. Or to develop massive col cost 2 world that just isn't feasible to terraform in reasonable time either due to distance or terraforming settings you have.

Exactly.