September 25th, 2019, 16:45
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Thanks for answering questions!
I like the idea of trade being limited by logistics/range coverage. It makes sense, and gives additional incentives to continue boosting your reach throughout the galaxy. Needing a research treaty to trade techs is also an interesting idea, and makes sense. I noticed there is also a modfier for your diplomatic relations, which I like; signing a huge trade deal with an almost-enemy amd it just functioned as normal always seemed a little odd. I am guessing that trade does help improve relations over time, as it did in MOO?
The espionage system sounds interesting. Treaties will have more to consider as to potential effects. And yes please on having more info exposed to the player on things like espionage and its effects -- I always wondered just how much I was really getting in MOO for counter-espionage spending and the like. It was a little too much of a black box.
Another question: can save files be tranferred between players? Thinking about possible future SG play.
September 25th, 2019, 17:37
(This post was last modified: September 25th, 2019, 17:38 by Jeff Graw.)
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(September 25th, 2019, 16:45)haphazard1 Wrote: I am guessing that trade does help improve relations over time, as it did in MOO?
Another question: can save files be tranferred between players? Thinking about possible future SG play.
Yes to both. What is SG? The game supports hotseat so you could technically send saves back and forth and just autoresolve all the battles between human players.
One other feature that's on "the list" is to run imperium-type competitions as a fully developed feature of the game, albeit with a modicum of randomization here and there to try to temper cheating.
September 25th, 2019, 17:51
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SG is Succession Game: players pass around a single-player save and each play a couple of turns, often with some variant restrictions similar to Imperia.
September 25th, 2019, 19:22
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As RFS-81 said, SGs are a form of team play where several players essentially share the same empire by rotating who is in control for blocks of turns. It is popular here at Realms Beyond for many turn-based games including MOO. There are quite a few MOO SGs here in the older posts at this forum, although it has been a while since one has happened. SGs are a fun way to introduce newer players to a game or to higher difficulty levels, as the team can include more skilled veterans to offer advice and demonstrate techniques during their turns in control. Each player usually posts a report on their turns, similar to the Let's Play RFS-81 is doing with DG.
October 6th, 2019, 18:39
(This post was last modified: October 6th, 2019, 20:42 by haphazard1.)
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With the Kickstarter now open, I backed it and grabbed the available build to try a game. Hope RFS-81 does not mind me dropping some comments into this thread, as now I have more questions. Because of course I do!
On the colony management panel, does "Waste" represent the amount spent on cleaning up pollution? Since there is no Eco slider, I am guessing this is what the number means.
Hmmm, humans get a 50% reduction in fleet maintenance costs? And I was still paying a bunch of BCs/turn for the initial colony ship. For other races that would be quite the burden. (I am playing with the expand via colony ship option.)
Pirates, greedy pirates -- we hates them! But after a big chunk of cash we have a nice new colony world. Some hostile planets...and a steppe world with gold deposits? Wonder what those do...some kind of trade or tax bonus I am guessing?
I am liking the game so far. The interface works well and is intuitive for a MOO veteran. Just have to keep in mind that the sliders are relative. The game was hitting my CPU and GPU very hard even on simpler graphics settings, but using the frame limit option helped cut that to a reasonable level without significant impact to the look of the game. The movement phase is a little choppy with the limiter, but not bad.
Time to open up some reasearch.
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(October 6th, 2019, 18:39)haphazard1 Wrote: With the Kickstarter now open, I backed it and grabbed the available build to try a game. Hope RFS-81 does not mind me dropping some comments into this thread, as now I have more questions. Because of course I do!
On the colony management panel, does "Waste" represent the amount spent on cleaning up pollution? Since there is no Eco slider, I am guessing this is what the number means.
Hey, thanks
Waste represents the amount spent on cleanup. And your pop growth is also slowed down by half of that displayed percentage (There's more info if you hover). But to be honest, if I don't think of a good way to expand upon waste and make it more of a first class citizen again (while avoiding regressing to a huge hassle once more) I may end up doing away with it, since it's kind of a bit of a superfluous background thing now. Suggestions welcome, of course.
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Hopefully you will get plenty of backers.
(October 6th, 2019, 18:58)Jeff Graw Wrote: Waste represents the amount spent on cleanup. And your pop growth is also slowed down by half of that displayed percentage (There's more info if you hover).
Hmmm, pop growth is slowed even though I am spending to clean up the waste? I guess the effect only looks so large because my colony is new; it should shrink a lot once I actually get some factories built and clean up spending shrinks as a share of planetary output. Of course more factories also means more waste so maybe that percentage will not shrink all that much. I'll have to see how this develops as the planet matures.
(October 6th, 2019, 18:58)Jeff Graw Wrote: But to be honest, if I don't think of a good way to expand upon waste and make it more of a first class citizen again (while avoiding regressing to a huge hassle once more) I may end up doing away with it, since it's kind of a bit of a superfluous background thing now. Suggestions welcome, of course.
Thanks for answering questions. I am sure you must be very busy wtih the Kickstarter launching.
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(October 6th, 2019, 20:53)haphazard1 Wrote: Thanks for answering questions. I am sure you must be very busy wtih the Kickstarter launching.
Of course. But I don't mind at all. I like writing about the game
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(October 6th, 2019, 18:39)haphazard1 Wrote: gold deposits? Wonder what those do
There is a tool tip. These modern conveniences, eh?
AIUI, the each pop produces a small amount of money each turn (0.1BC/pop?), which goes into the treasury. The gold deposits increase how much money each pop on that planet produces.
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