New policy: space city

For what's not in 'Top Priority Game Design'. Post your ideas, visions, suggestions for the game, rules, modifications, etc.

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jinlanid
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New policy: space city

#1 Post by jinlanid »

Your planet will "grow" a space city after hit its max population. Population growth on space city should very slow like your planet population is almost 0.

Level-1 space city should just add some max population, and put a sat on the planet. Space city can be easily destroyed just like to destroy a com sat. If you lose your space city, planet lose all extra population, and get BIG unhappy(instability).

Level-2 space city should have weakened version of shield and defense. Still easy to be destroyed, but better than nothing.
Space city is in the space, it should be much harder to get enough energy to build same powerful shield and defense like planet.

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So you will have a "core zone" in your empire. You should protect this zone at all cost.
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We can add some other bonus to space city, maybe extra ship repair, more damage on ship weapon, etc.

Ophiuchus
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Re: New policy: space city

#2 Post by Ophiuchus »

i like the idea of planets sprouting space cities.

i like the idea of brittle stationary production places for strategic purposes (glass cannon production so to say).

in game terms as ships with population and zero fuel/speed, some structure and they might benefit from planetary defenses (e.g. having some ship shields as long the planet has more than 50% defense/shields or such).

would need some structure in order to be not too fragile (e.g. single stealthed vessel should not be able to one-shot this).
Last edited by Ophiuchus on Wed Sep 01, 2021 10:02 am, edited 1 time in total.
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Oberlus
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Re: New policy: space city

#3 Post by Oberlus »

It's Orbital Habitation.
We can make the tech unlock a social policy (the tech o longer gives a bonus by itself), and probably make the effect stronger (+2 per habitable size) and optionally make it only kick in on planets that reach a minimum size (absolute or percentage) but this last part is less interesting IMO.

But that would have nothing to do with actual cities in the space that can be shoot at. Maybe disable the effect when the system is blockaded.

Iff we want something to be shootable, a building maybe... but only if buildings could be destroyed from bombardment or weapons attacking the planet (not implemented in the engine, no idea if Geoff would like the idea). Otherwise, ships without speed and with population, production meters, etc.

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Geoff the Medio
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Re: New policy: space city

#4 Post by Geoff the Medio »

Oberlus wrote: Wed Sep 01, 2021 10:02 am... but only if buildings could be destroyed from bombardment or weapons attacking the planet (not implemented in the engine, no idea if Geoff would like the idea).
It would be difficult to make interesting but not complicated. If a building can be destroyed, probably it doesn't just instantly disappear with any trivial attack, so it may need to have a structure meter to track how damaged it is... Effects would need to repair it like ships probably then, and that info needs to be displayed. Is a destroyed building easier to replace / repair than a nonexistant one? Can you super-destroy (offensively scrap) a building as a different result than just knocking its structure to 0 to disable it? Do riots damage / disable buildings? Can and how do you target a particular building for bombardment?
Otherwise, ships without speed and with population, production meters, etc.
Ships have industry, research, and production meters already. That's how they can generate production or research in fields, or cost influence.

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Oberlus
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Re: New policy: space city

#5 Post by Oberlus »

Geoff the Medio wrote: Wed Sep 01, 2021 10:53 am
Otherwise, ships without speed and with population, production meters, etc.
Ships have industry, research, and production meters already. That's how they can generate production or research in fields, or cost influence.
Yes. I meant that if buildings wasn't the way to go, ship mechanics could do the trick for the shootable space cities.

jinlanid
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Re: New policy: space city

#6 Post by jinlanid »

Maybe we should make ships by default, does not just destroy it but just remove its shield and defense. So you can choose whether to destroy it or invade it when you invade the planet.
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And just make space city has shield and defense, so it's more like a planet.
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Whatever, the essence of space city is to make it destroy-able and provide good bonus.
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What about make space city a building not policy?
Or both?
Allow player to build space city can be more strategic, more controllable, more fan. Player can choose to build it with a lot of production points or wait for planet to develop its space city with their own power.
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I think the space city is part of the planet, if some tech can hide the whole planet, it should also be able to help hiding the space city.
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What about we make space city can launch fighters?
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After all, maybe we can make some species especially good at living in space.

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