Ophiuchus wrote: ↑Fri Jul 09, 2021 9:39 amTruepurple did you try out playing the current master (current development version)?
Unable to. I use Linux. A regular install of FO is a old version, Flatpack gets me 4.10, the other system that gets me latest version is disabled by default for a reason (potential loss of security/control on system) There is no experimental option in software manager. And I don't know how to manually build these things or whatever I got to do. Trying to run a windows version under Wine did not work for me.
There you need to set imperial policies and take heed of the planets' local stability, have a look what you like from it.
Does it still use this horrible (to me, and especially to the purpose of this idea) "target population" system that causes population to go up or down to that max population regardless of anything else? Even if these things alter the set target population number, it still means lives in game are disposable and meaningless. Regardless,
the biggest and most important part of my idea is not the food and water, but the change in how populations grow and shrink as well as the consequences to that. Right now there are no direct consequences to people dying, or way for them to die other than perhaps temporarily to monster/enemy attacks, my idea is different.
This idea may mean mindless rapid expansion is unnecessary, even a bad idea to expand sometimes. But it also means after a certain point, it forces you to expand as your systems run out of space or resources or need certain foods or water. You grow as your people need, not just endlessly till you run into a enemy.
The important thing about being against the environment is not dealing with monsters, which are still in a way a outside force, nor governmental stuff with whatever programed results from governmental decisions, but
dealing with scarcity. The point of having food and water systems in the game isn't to add one more thing to manage, but challenging the player to deal with scarcity and having to seek out more when they explore in this 4X(one of those X's is eXplore after all). Besides, how is governmental stuff any better than having the right system of food and water on the micromanaging side of things? By "right system" I mean not arbitrarily adding them in, for these to work well they have to be carefully implemented as part of a larger system and calibrated or they
are pointless waste of time. The previous food system sounds like it was for the sake of requiring food on it's own, definitely nothing to do with my idea.
It's not only scarcity that players can deal with, bonus's, a good part of my system is finding plants that can then be grown elsewhere. And in general its fun to find prizes when you explore along with finding what you need to answer to your scarcities.
BTW, of course with a system like this, you would not likely start with an ideal home world and of course definitely not a maxed population since that would make the game rather impossible, but it could be close to max so that people are motivated to expand pretty soon.
With a system like this, the game could still be somewhat interesting to play, even without monsters or enemies. Of course having opponents to fight over precious resources can still help.