Evacuation and Influence

Creation, discussion, and balancing of game content such as techs, buildings, ship parts.

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Grummel7
Space Dragon
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Joined: Mon Oct 09, 2017 3:44 pm

Evacuation and Influence

#1 Post by Grummel7 »

Planets that are evacuated get industry and research set to 0. They can however produce influence, which sound wrong.
But just setting the value to 0 also negates all influence costs. Which may be okay, or it may not...

What do you think?

Daybreak
Vacuum Dragon
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Re: Evacuation and Influence

#2 Post by Daybreak »

It should be one way or the other
you get PP, RP, IP (positive or negative), OR
you dont get any - all zeroed

There is no advantage gained in influence, by evacuating and then not evacuating, in fact it is worse, as negative influence will be immmediately applied if negative, but PP, RP and psoitive IP will grow slowly.

+1 for zero on all.

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Oberlus
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Re: Evacuation and Influence

#3 Post by Oberlus »

Grummel7 wrote: Sat Aug 06, 2022 6:25 pm Planets that are evacuated get industry and research set to 0. They can however produce influence, which sound wrong.
But just setting the value to 0 also negates all influence costs. Which may be okay, or it may not...

What do you think?
Can't be zeroed before upkeep aplies? Upkeep could be aplied (if not already) the last before overriden priority or so.

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Grummel7
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Re: Evacuation and Influence

#4 Post by Grummel7 »

Oberlus wrote: Sat Aug 06, 2022 8:05 pm Can't be zeroed before upkeep aplies? Upkeep could be aplied (if not already) the last before overriden priority or so.
Perhaps we can keep the basic upkeep only, or we'll have to rearrange priorities.
It needs an extra effect though, the reset of industry and research is done with a very late priority.
influence.png
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Grummel7
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Re: Evacuation and Influence

#5 Post by Grummel7 »

Actually even keeping the upkeep is tricky.
For industry and research, but value and target are set to 0.
If I set the value to 0, the upkeep will set the target to minus something, but the value will only get down to -1 (or whatever decrease you get for one turn).
If I only set the target to 0, the value will only degenerate towards the upkeep slowly.
There is also the homeworld independence movement, which is added even after the upkeep.

Conclusion: let's do it simple and clean: influence is set to 0, just like industry and research.
Note that does not change the fact that the colony counts toward increasing other colonies upkeep cost until it population goes down to 0.

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Oberlus
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Re: Evacuation and Influence

#6 Post by Oberlus »

+1

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