Exobot/exobot productivity tweaks
Moderators: Oberlus, Committer
Exobot/exobot productivity tweaks
Noone is using them (as the colony costs influence).
Some suggested minor boosts:
Productivity policy gives same research boost as industry boost.
+1 supply from policy when logistic focus (= average supply species).
Translator building opens influence focus (translaterbots).
Some suggested minor boosts:
Productivity policy gives same research boost as industry boost.
+1 supply from policy when logistic focus (= average supply species).
Translator building opens influence focus (translaterbots).
Re: Exobot/exobot productivity tweaks
I could use Exobots, but not in current single-team MP game where we are sharing all species and there is no environment for which we don't have a good or adequate species that pwns Exobots.
I like your suggestion of allowing them to influence focus when there's a Translator building.
What about also making them cost half the influence upkeep from start? They are easier to keep "content", so a 0.5 factor of the colony influence upkeep if species is Exobot.
I like your suggestion of allowing them to influence focus when there's a Translator building.
What about also making them cost half the influence upkeep from start? They are easier to keep "content", so a 0.5 factor of the colony influence upkeep if species is Exobot.
Re: Exobot/exobot productivity tweaks
Asteroids?
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Re: Exobot/exobot productivity tweaks
Gah! Right.
Anyways, influence shortage will make those only temporal, until you get better sources of PP/RP/IP for the same upkeep. The policies that allow to milk unowned planets are good, but not enough to keep Exobot in the list of "first to get rid off".
Re: Exobot/exobot productivity tweaks
How about low maintainance (insert better trait name) - exobots 1/2 cost
high insert trait name - missouri (mercs), biege goo (insert fluff) x2 cost
Tangent: I had a different idea for 57s balance. Add fluff line "57s do not build war machines instead relying on domesticed space monsters for defense" and add a random system compatable organic monster or nest. Not certain whether you can call the monster rng from FOCs
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Re: Exobot/exobot productivity tweaks
Exobots are already "Great Happiness", or +5 to target stability, so they are already easier to "keep content".
Regardless, they could also count half as much towards the number of colonies for calculating imperial administration costs.
I would further:
-Exempt Exobots from stability penalties due to empire influence debt from Capital Markets
-Add to the Exobot Productivity policy a penalty to non-exobot planet stability or influence when set to industry focus. Thus players will be encouraged to commit to an Exobot-based economy to get get the full benefits from them.
Re: Exobot/exobot productivity tweaks
should each species get their own flavour of exobot? too much .. how about metabolism-linked exobots? one for lithic, one for organic, .. is just i can not imagine all the alien species to have the exact same kind of exobot .. maybe out of scope of this thread though
Re: Exobot/exobot productivity tweaks
Check out this thread, you might like some ideas in there: https://www.freeorion.org/forum/viewtop ... =6&t=11324
It's from when Exobots had standard environment preference (good at barren).
Re: Exobot/exobot productivity tweaks
Exobots are boring (adequate everywhere, all empire can have them), they're just there to compensate for bad luck.
Having a few planets with them (asteroids for Specials) is fine to add some diversity to the game (and Diversity if needs be), no reason to have more.
A few more reasons (like logistics, as someone proposed) why not, but that's all.
stpa would need to come with very good fluff to convince me otherwise...
Having a few planets with them (asteroids for Specials) is fine to add some diversity to the game (and Diversity if needs be), no reason to have more.
A few more reasons (like logistics, as someone proposed) why not, but that's all.
stpa would need to come with very good fluff to convince me otherwise...
Re: Exobot/exobot productivity tweaks
>50 flavours of fluff? nope, you convinced me, fine as they are now ^…^ although maybe that (s)exobot-thingy with the peel-off-their-sexy-shells part as an alternative to the hated extermination camps so the dying population can have a happy boost to f**k 'emselves to death? that'd be nice to have .. in fiction of course