So that, to make it more easier to cut supply line.
One more way to play this game.
Make low happiness planet only TRANSPORT supply
Moderator: Oberlus
Re: Make low happiness planet only TRANSPORT supply
Or make low happiness reduce supply.
But these are ideas for later, when we get influence mechanics to affect happiness.
But these are ideas for later, when we get influence mechanics to affect happiness.
- Geoff the Medio
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Re: Make low happiness planet only TRANSPORT supply
The more fundamental issue is whether there should be a distinction between a planet (or other object) being a source of fleet supply (eg. requiring a particular shipyard part or "supply depot" building to generate supplies), and a planet providing / extending the network of connections that transport those supplies to ships. This is potentially interesting, but needs some substantial rational / justification to warrant the extra complexity, I think.
Re: Make low happiness planet only TRANSPORT supply
Here one comment on the notion of the TRANSPORT supply, not on the idea that low happiness would trigger it:Geoff the Medio wrote: ↑Fri Dec 20, 2019 9:06 amThis is potentially interesting, but needs some substantial rational / justification to warrant the extra complexity, I think.
The only justification we have is that it would make supply networks more susceptible to enemy attacks - which may be a very good thing. I think a pure FOCS implementation would be possible (e.g. generating max supply only if the system is already supply connected) - the PRO would be that one would get an effect description which explains the current supply value - the CON would be that you first would need to establish a (temporary?) supply link to that system to reap benefits, e.g. by putting another system on supply focus and i am not sure that is not too much hassle.
I think the hassle is totally ok if you let somebody screw up your supply lines, but for establishing those the first time I am not sure.
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Look, ma... four combat bouts!
Look, ma... four combat bouts!