|
Baronjutter posted:This could so easily be solved by simply adding traits and environment prefs to your primary species representing the more specialized diversity. You're never using more than 1 planet preference at a time so just stack them. Have humans that have continental AND ocean habitability. It's the same species but it's just abstracting the fact that you can at-will gene mod your pops to enjoy those planets. Don't make me make seperate pops with a mineral extraction bonus, a farming bonus, a an engineering bonus and so on, just stack them. A pop is only ever using one of those bonuses at a time, so just de-clutter the list and represent that increased diversity within your species. Your own gene modded pops don't count for xenophobia if they have the same name/portrait anyways. I can't think of anything that would be lost, other than spam on the species list. See, this is actually a good idea.
|
# ? Mar 24, 2017 01:03 |
|
|
# ? May 14, 2024 18:51 |
|
So basically; 1) It should not be possible to genetically modify individual pops, all gene-modding should be done on a species-wide level. 3) The amount of time it takes to modify a species should be dramatically reduced. 3) The number of trait points gained through techs should be increased. VirtualStranger fucked around with this message at 01:10 on Mar 24, 2017 |
# ? Mar 24, 2017 01:05 |
|
VirtualStranger posted:3) The amount of time it takes to modify a species should be dramatically reduced. Utopia is doing both of these
|
# ? Mar 24, 2017 01:13 |
|
Sadly those don't solve the problem of sub-species cluttering up the UI. Streamlining it so when you get good enough at gene tech to give your people "X-type Habitability" and you're paying your research and time cost for it, it just gives you that habitability in addition to your existing traits would work, probably. And really, what utility is lost by doing that? Goofy alternative: Make that kind of "better at task x" genemodding a policy that has society reserach upkeep. You spend x-per-month research to modify the appropriate pops with the appropriate genes (scales with population size) - no need for subspecies. DatonKallandor fucked around with this message at 02:12 on Mar 24, 2017 |
# ? Mar 24, 2017 02:09 |
|
Another option would be just adding a tree structure to the species list.
|
# ? Mar 24, 2017 02:50 |
|
OwlFancier posted:Another option would be just adding a tree structure to the species list. Posting a good idea in the Unbelievably Awful Ideas Thread. User loses posting privileges for 1 month.
|
# ? Mar 24, 2017 03:22 |
|
What if we replaced the species list with a stack of NATO counters?
|
# ? Mar 24, 2017 03:27 |
|
What's the NATO counter for adorable robots?
|
# ? Mar 24, 2017 04:07 |
|
Baronjutter posted:Don't make me make seperate pops with a mineral extraction bonus, a farming bonus, a an engineering bonus and so on, just stack them. A pop is only ever using one of those bonuses at a time This part is actually not true.
|
# ? Mar 24, 2017 04:16 |
|
quote:NATO counters
|
# ? Mar 24, 2017 04:16 |
|
Zurai posted:This part is actually not true. Only for the capital and certain undeveloped tiles, unless there's something I'm forgetting.
|
# ? Mar 24, 2017 04:23 |
|
ulmont posted:Only for the capital and certain undeveloped tiles, unless there's something I'm forgetting. Research labs all generate multiple types of research and he specifically mentioned engineering bonuses.
|
# ? Mar 24, 2017 04:26 |
|
There's also the xeno zoo. There are probably modded buildings that produce multiple outputs as well.
|
# ? Mar 24, 2017 04:25 |
|
Zurai posted:Research labs all generate multiple types of research and he specifically mentioned engineering bonuses. I considered adding "(assuming that all research is rolled up into one thing)", but didn't add it. Consider it added and I re-ask my question. GotLag posted:There's also the xeno zoo. There are probably modded buildings that produce multiple outputs as well. The Xeno Zoo is pure society research as far as food/minerals/energy/research is concerned, and go ahead and consider "(and not considering modded buildings when discussing suggestions to the base game)" added as well.
|
# ? Mar 24, 2017 04:32 |
|
This game really needs message settings like CK2 and EUIV.
|
# ? Mar 24, 2017 04:35 |
|
The Sanctuary system needs work. It's a ring with four habitable segments with primitives on them, who seem to all be at the medieval stage or earlier when you make contact. This means that you can't infiltrate and immediately integrate, you can only enlighten them, at which point you'll have a system with four protectorates in it until you wait a century for them to tech up to vassals and integrate them one at a time over however many decades that takes. And during this whole time you can't use those four sweet, sweet ringworld zones. Or you can invade, which costs ~120 influence and gives you -100 opinion modifier with all your neighbours. There should be some kind of event triggered by destroying all the protective stations that gives you control over the planets (I don't care if the natives still have culture shock). On an unrelated note, why does it cost influence to relocate robots/droids? Why does it take a decade to decommission them?
|
# ? Mar 24, 2017 07:47 |
|
Voyager I posted:A game system that boils down to a single optimal solution isn't really a game. Yes, sure, the players can voluntarily choose to do something else for flavor, but that doesn't mean the system is well designed if it can't offer players meaningful choices other than "what will be my gimmick for this LP?". I mean, almost every system in every game I've played has had an optimal solution. You've never seen the big lists of numbers, stats, and ratios of encountered circumstances to prove that, to give a made-up example, the best DPS in Yamato Zone S is gotten by taking the Cyberranger class, putting all points into Mindblast, and equipping the legendary Ophanim set? But people still do other things, because other things are good enough, and also fun.
|
# ? Mar 24, 2017 08:18 |
|
GotLag posted:Why does it take a decade to decommission them? Have you never noticed the lengths people will go to ignore factory recalls on cars and phones and the like? That part's totally believable.
|
# ? Mar 24, 2017 08:33 |
|
Voyager I posted:A game system that boils down to a single optimal solution isn't really a game. Yes, sure, the players can voluntarily choose to do something else for flavor, but that doesn't mean the system is well designed if it can't offer players meaningful choices other than "what will be my gimmick for this LP?". I think everyone agrees that the ship/combat relationship is busted, it's just an argument about whether to add or remove things to fix it. If ship design is going to stay as it is it needs to provide choices beyond an obfuscated RPS system and feed into something that provides fun, visceral feedback. If tactical combat is going to stay as it is then ship design should be stripped down to a few meaningful RPS choices and the focus shifted entirely to scouting and out producing your enemies. I strongly prefer the former. Splicer fucked around with this message at 10:30 on Mar 24, 2017 |
# ? Mar 24, 2017 10:25 |
|
Prawned posted:I always like to imagine you are reading this thread in the exact pose from your avatar.
|
# ? Mar 24, 2017 11:16 |
Wiz's teasing patchnotes excerpts today and until next thursday, so it would be a good follow right now: https://twitter.com/Martin_Anward So far: - Being the first to find a Precursor homeworld now yields a large amount of Unity. - When infiltration of a primitive world finishes, the planet now gets a large happiness boost for 20 years - Also, Infiltration is now possible with Active Interference, so can be done by Xenophiles and Pacifists that don't want to invade.
|
|
# ? Mar 24, 2017 11:29 |
|
GotLag posted:The Sanctuary system needs work. It's a ring with four habitable segments with primitives on them, who seem to all be at the medieval stage or earlier when you make contact. This means that you can't infiltrate and immediately integrate, you can only enlighten them, at which point you'll have a system with four protectorates in it until you wait a century for them to tech up to vassals and integrate them one at a time over however many decades that takes. And during this whole time you can't use those four sweet, sweet ringworld zones. I'd rather see the Enlightenment system change to entail accelerating their development through successive ages of technology, which you can stop once they get good enough to infiltrate. Basically grooming them for a covert takeover. ...this is a really creepy concept now that I've written it out.
|
# ? Mar 24, 2017 12:10 |
|
GunnerJ posted:...this is a really creepy concept now that I've written it out. We've already got species-wide cannibalism, what's a little galactic paedophilia? But yeah, on a more serious note it's hard to play a xenophilic species that nevertheless wants these cute cuddly aliens in their own Empire as opposed to developing on their own- some means of accelerating their technological development would be wonderful.
|
# ? Mar 24, 2017 12:17 |
|
McGavin posted:This game really needs message settings like CK2 and EUIV. [casually sharpening knife which is also a gun] did i just hear someone say this game, should be more like other paradox games...
|
# ? Mar 24, 2017 12:31 |
|
No but for real please let me set something so I only get diplomacy reports from designated other empires or categories (neighbors and/or fed partners and/or rivals, things like that) and turn off certain messages entirely (will never care when someone enters a migration treaty).
|
# ? Mar 24, 2017 12:35 |
|
GunnerJ posted:I'd rather see the Enlightenment system change to entail accelerating their development through successive ages of technology, which you can stop once they get good enough to infiltrate. Basically grooming them for a covert takeover. Enlightenment should end with a choice to integrate immediately or create a protectorate. Potential down-sides to immediate integration could be strong pro-independence factions if the primitives' ethos is different to yours. Full interference mode should achieve the same but much quicker, with less chance your ethos will rub off on the primitives. There should also be another policy or two, allowing suppression of primitive development. This could be a xenophobe thing, to stop uppity neo-barbs from sullying their territory, or villainous types may be able to use these planets as a source of armies/slaves/food. This would of course upset xenophiles. Edit: now I'm imagining xenophile empires smuggling advanced weapons to suppressed planets, and with enough effort encouraging them to revolt against their oppressors GotLag fucked around with this message at 12:57 on Mar 24, 2017 |
# ? Mar 24, 2017 12:55 |
|
GotLag posted:Enlightenment should end with a choice to integrate immediately or create a protectorate. Potential down-sides to immediate integration could be strong pro-independence factions if the primitives' ethos is different to yours. Full interference mode should achieve the same but much quicker, with less chance your ethos will rub off on the primitives. Splicer fucked around with this message at 13:41 on Mar 24, 2017 |
# ? Mar 24, 2017 13:38 |
|
On the flip side, let's have an event chain for the more invasion oriented where you send a big robot to subjugate a planet, but there's a chance he'll hit is head and befriend a local child instead.
|
# ? Mar 24, 2017 15:38 |
|
Cute tiny drone. Culture/Eva-from-Wall-E style this time edit: And yes the blinks are super annoying and distracting - workin' on it
|
# ? Mar 24, 2017 16:33 |
|
We need a big bot that barely fits on the screen next.
|
# ? Mar 24, 2017 17:14 |
|
Obviously something like this gentle giant:
|
# ? Mar 24, 2017 17:23 |
|
Space Skeleton posted:Obviously something like this gentle giant: https://www.nuklearpower.com/2009/04/15/warbot_003-online-dating-service/
|
# ? Mar 24, 2017 17:27 |
|
Just do, like... a server stack with speakers. Something clearly fixed and immobile, less "robot" and more "AI housing".
|
# ? Mar 24, 2017 17:28 |
|
GlyphGryph posted:Just do, like... a server stack with speakers. Something clearly fixed and immobile, less "robot" and more "AI housing".
|
# ? Mar 24, 2017 17:39 |
|
Diegetically, what makes Unity distinct from Influence and Sociology points (if anything does?) Sociology represents technical know-how of how to organize people (or living systems generally) better, while Influence is political capital to get decision-makers to do what you want; some vague combination of this seems to be what Unity would represent, I think? ((also why are the techs split phys/soc/eng rather than {phys+eng}/soc/bio when nearly all the interesting techs are the green ones))
|
# ? Mar 24, 2017 20:21 |
|
Unity is support from the people, Influence is how much the leadership can get away with. Unity is entirely internal, while Influence can also be used for between-empire interactions. At least that's what it looks like, what with Unity being affected negatively by amount of pops, built by turning over planet tiles to unproductive monuments and by happy factions.
|
# ? Mar 24, 2017 20:43 |
|
Most of the limits to influence generation are how much international willy waving you're doing, with outposts and treaties, whereas unity appears to be primarily based on how your intranational playstyle is going.
|
# ? Mar 24, 2017 20:49 |
|
Made a few tweaks to it - looks a little cuter and svelter now, and now the blinks actually look like they're SUPPOSED to be there instead of glitches.
|
# ? Mar 24, 2017 21:07 |
|
I think the blinks might look better if there was just a colour change flicking over the screen rather than the... screen itself contracting? It doesn't look like it should be able to do that. Dunno if the animation system allows you to do that, though.
|
# ? Mar 24, 2017 21:11 |
|
|
# ? May 14, 2024 18:51 |
|
OwlFancier posted:I think the blinks might look better if there was just a colour change flicking over the screen rather than the... screen itself contracting? It doesn't look like it should be able to do that. It doesn't! There's no 'animation', it's just a texture being squashed and stretched and rotated, so I've got to make do with what I have, alas.
|
# ? Mar 24, 2017 21:12 |