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Accueil » news » forums » Space Empires V » Space Empires V General

politics and society planet

Image de crimson
Soumis par crimson le Dim, 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

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Re: politics and society planet

Soumis par Vince278 le Lun, 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

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Mod Designer

Re: politics and society planet

Soumis par Thy Reaper le Lun, 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.

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Re: politics and society planet

Soumis par Vince278 le Lun, 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

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Re: politics and society planet

Soumis par AuronPhoenix le Ven, 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

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Re: politics and society planet

Soumis par Vince278 le Sam, 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

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Image de crimson
Mod Designer

Re: politics and society planet

Soumis par crimson le Dim, 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

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Re: politics and society planet

Soumis par Vince278 le Dim, 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

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