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Posted by: Hari
« on: February 17, 2021, 06:51:33 AM »

Yes, though I am thinking of some "on top" modifiers because you can research tech that increases those race values and it might become difficult to "reset" correctly. I am also thinking along the line of "planetary" modifiers, not global ones.

"On top" modifiers seem more logical to me too.

In terms of their scope, both could be useful : you can have an empire-wide modifier, like a war or an election, that affects all worlds. 
Posted by: TMaekler
« on: February 17, 2021, 06:39:07 AM »

I agree. SM mode is the best tool - you can use it or not, it doesn't imply game mechanics modifications. Just need some fine tuning options on some numbers like growth rate, Economic Production Modifier, Political Stability Modifier ...
Yes, though I am thinking of some "on top" modifiers because you can research tech that increases those race values and it might become difficult to "reset" correctly. I am also thinking along the line of "planetary" modifiers, not global ones.
Posted by: Hari
« on: February 17, 2021, 05:17:08 AM »

I agree. SM mode is the best tool - you can use it or not, it doesn't imply game mechanics modifications. Just need some fine tuning options on some numbers like growth rate, Economic Production Modifier, Political Stability Modifier ...
Posted by: TMaekler
« on: February 17, 2021, 05:04:45 AM »

It would be a lot of work to simulate several aspects of population behaviour. So I can understand that Steve doesn't want to venture in this with little gameplay enhancement through this. My idea would be that as SpaceMaster you get control over some of these values to "simulate" effects for players / races.

For example: societies tend to reproduce less if the environment is less dangerous. Look at the growth rate differences between western countries and third world countries for example. Or lets say you had a massive war - then reproduction rate will be through the roof. Some kind of "behind the curtain"-value for SM to influence per population would be nice... .
Posted by: Hari
« on: February 17, 2021, 01:04:58 AM »

Indeed, a lot of work.

But, as nearly all other factors are linked to pops morale (production, mining, wealth creation, ...), maybe only influence this could be an easier way ?

Things like war weariness, lack of some installations, ennemy ships/troops in the same system, ...
Posted by: TMaekler
« on: February 17, 2021, 12:43:00 AM »

It would be nice if the game could simulate pop parameters... but since this is outside of what Steve is programming this game for, I guess not in this lifetime  :(
Posted by: RougeNPS
« on: February 16, 2021, 06:38:40 PM »

This is part of the reason i suggested we get Misc Installations like Misc Components. For RP reasons. Effectively pointless installations that can be renamed for any RP reason.
Posted by: liveware
« on: February 16, 2021, 03:39:48 PM »

I've been building space stations with a mix of luxury passenger accommodations and cryo bays as hospitals. It's not ground based but it works well enough. I think Jorgen gave me the idea.
Posted by: Hari
« on: February 16, 2021, 02:27:05 PM »

Also interesting approach, but less matching my RP needs than a building on the surface  ;)

For my current campaign RP, I am using the Genetic Modification Center, it is pretty good.

I was also attracted by the idea, in-game, to be able to extend the careers of my commandants, by expanding life expectancy of my people (a little like IRL ...)
 

Posted by: brondi00
« on: February 16, 2021, 02:00:16 PM »

Or make a mobile hospital, ship born.  And move it around with the fleet.
Posted by: Hari
« on: February 16, 2021, 01:26:25 PM »

Yes that is an excellent idea for RP, thank you. 

Posted by: nuclearslurpee
« on: February 16, 2021, 01:18:04 PM »

You can try using the Genetic Modification Centre, which I think is unlocked after you research the base gene modding tech in the BioGen tree. It's currently completely useless in-game but if you want to build a giant expensive mega-hospital complex this would do fine for RP. You can also go into the DB and cut the cost down if you feel comfortable doing that, since the building is completely useless currently it won't affect game balance in any way.
Posted by: Hari
« on: February 16, 2021, 01:13:22 PM »

During my actual campaign, I'd loved to build an hospial on my homeworld (for RP reasons).

So, here are some thoughts  :)


Could be on the same model than an Academy, with levels and could have roles like :
  • Reduce the risk for commanders from the Academy on the same body to develop a significant medical problem that affects their long term health, based on hospital level. 
  • Give a chance to cure sick commanders.
  • Give them a longer life and so a later retirement   :D
  • Populations without hospitals on their world could be angry from a certain amount of people ? I usually find that keeping pops happy is a lot too easy. 
  • Improve growth rate or prevent it from decreasing. 
  • Assign scientists to hospitals to improve their efficiency (and also to use all that sleeping scientists !).
  • Have a positive impact on radiation levels, helping populations. 

Other possibilities, in a future, could be linked to an hypothetic biological weapon, or to genetic modifications.