Home Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

User login

  • Create new account
  • Request new password

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • news aggregator

Search

Who's online

There are currently 3 users and 196 guests online.

Online users

  • Vince278
  • Fyron
  • lookerbc

Languages

  • English English
  • French French

Browse archives

« October 2008  
Mo Tu We Th Fr Sa Su
    1 2 3 4 5
6 7 8 9 10 11 12
13 14 15 16 17 18 19
20 21 22 23 24 25 26
27 28 29 30 31    
Home » news » forums » Space Empires V » Space Empires V General

politics and society planet

crimson's picture
Submitted by crimson on Sun, 2008-01-20 22:28. Space Empires V General

Hi, I was thinking about how people state that after you build up a planet that there is nothing else to do with it. Well I was thinking what not add politics and society to the game by adding bills to the game equal to building with zero size and alot of cost. You could creat problem and events using the event script and answer the problem with the a bill. Oh and have this effect each planet in your empire using a random value. Also have this setup so it does not effect the AI. Tell me what you guys and lady think.

He ponders the dangers inherent in the advantages, and advantages inherent in the dangers. - Ts'ao Ts'ao

Crimson

‹ Is this Normal Fleet in combat ›
» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Re: politics and society planet

Submitted by Vince278 on Mon, 2008-01-21 12:13.

Not sure what you're suggesting. I have two types of planets: 1- A Shipyard world that has resource facilites and 2- Minor planets with nothing but research facilities. I don't have your problem because my type 1 planets are building ships or other stuff and my type 2 planets produce only research points and don't require any micromanagement. Then I filter my production list to show only SY planets. Anything to make empire (micro-)management easier. Smiling

» login or register to post comments
Thy Reaper's picture
Mod Designer

Re: politics and society planet

Submitted by Thy Reaper on Mon, 2008-01-21 15:41.

In the early days, after the release, I had considered adding in Planetary Projects, which would be one-per-planet, and have 0 size. It wasn't possible back then, since I couldn't limit how many could be built, but now I can.

Your idea is similar in mechanics to mine, and both can be achieved. I'm pretty sure you can make the events script add various facilities to planets.

For your idea, having different 'problem' facilities that cause negative effects, then providing corrective facilities that can be built, would let you do this. The events script would both add the problems randomly, and remove them from any planet where a corrective facility has been built.

I think this idea could be expanded to be more than a problem hunt, though, as that is micromanagement without any positive rewards. Say, being able to add these special facilities and improve some element of the planet.

-----
A project a day keeps the deadline away.

» login or register to post comments

Re: politics and society planet

Submitted by Vince278 on Mon, 2008-01-21 17:50.

I micromanage too much already. I'd hate to add to my workload. Of course, this is just a personal preference. I can see how others would like this. Smiling

» login or register to post comments

Re: politics and society planet

Submitted by AuronPhoenix on Fri, 2008-01-25 20:11.

Oh you mean somthing like...

The Event "Colony wants to declare independence from the Empire" occurs and you build "Lower taxes" as Project/Facility with 0-Space to prevent this event. So this Planet also requires the Facility "Local Parliament/Goverment" to gain access to and build "Lower taxes".

Did I get it right? Smiling

» login or register to post comments

Re: politics and society planet

Submitted by Vince278 on Sat, 2008-01-26 16:58.

"Lower taxes" can have real effects such as no production and reduced resources to the empire. I'd prefer to use to use troops to stop any moves to independence. Smiling

» login or register to post comments
crimson's picture
Mod Designer

Re: politics and society planet

Submitted by crimson on Sun, 2008-01-27 12:24.

Something like that yes, but also have other issues that could effect things that troops aren't and cann't be the answers.

He ponders the dangers inherent in the advantages, and advantages inherent in the dangers. - Ts'ao Ts'ao

Crimson

» login or register to post comments

Re: politics and society planet

Submitted by Vince278 on Sun, 2008-01-27 18:45.

As a defender or someone whose planet is now occupied by someone else, I'd like to see something at a social level that reduces the effectiveness of troops. Nothing wrong with making things difficult for the enemy. Smiling

» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Popular content

Today's:

  • Balance Mod v1.15 Available!
  • Mod difficulties
  • I got a problem with alliances
  • Question
  • How do you make peace with people?

All time:

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Last viewed:

  • Can't wait for a new patch...
  • xx guests online
  • The Borg Collective 5.0.2
  • Colony Ships not always responding
  • SE5_20060929-33.jpg
(c) Strategy First, Inc. All rights reserved.