As of now, the only way to get any use from a Black Hole Generator (a building that takes time to research and build, and which leads to a lot of strategic consequences) is either to focus one's Capital on Industry, or to have Indoctrination, which makes no sense.
This need a full pass, and we need a discussion about what are the goals we want to achieve there.
Rewarding Stability is good (since it opens one new strategic path), leaving nearly no way to have good Production without it is not (since it makes this new strategic path nearly the only one reasonable).
One way would be to have our old boni require very low Stability, and have new mechanisms give bonus with higher Stability levels (so if one wants to base his strategy on high Stability, he can research these technology paths, and if one rather bases his strategy on a different basis, one doesn't need to bother researching these paths).
Another way, as I proposed it elsewhere, would be to have tiers for bonus (fluff will need to cover that, but I guess it's not very difficult, and the Brejnev-era of USSR is a good real-life example on how disgruntled people don't make good use of the technology available).
So here's my proposal for the Black Hole Generator (that we don't need to keep as nerfed as Oberlus made it, now that all is nerfed by the Influence mechanisms) :
Code: Select all
BuildingType
name = "BLD_BLACK_HOLE_POW_GEN"
description = "BLD_BLACK_HOLE_POW_GEN_DESC"
buildcost = 300 * [[BUILDING_COST_MULTIPLIER]] * (1 - 0.25 * Statistic If condition = And [Source EmpireHasAdoptedPolicy empire = Source.Owner name = "PLC_INDUSTRIALISM"])
buildtime = 8
tags = "ORBITAL"
location = And [
Planet
Not Contains Building name = "BLD_BLACK_HOLE_POW_GEN"
OwnedBy empire = Source.Owner
Star type = BlackHole
]
enqueuelocation = [[ENQUEUE_BUILD_ONE_PER_PLANET]]
effectsgroups = [
[[SPECIES_LIKES_OR_DISLIKES_BUILDING_STABILITY_EFFECTS]]
EffectsGroup
scope = And [
Planet
Focus type = "FOCUS_INDUSTRY"
OwnedBy empire = Source.Owner
ResourceSupplyConnected empire = Source.Owner condition = Source
]
activation = Star type = BlackHole
Happiness low = (NamedReal name = "BLD_BLACK_HOLE_POW_GEN_MIN_STABILITY" value = 20)
stackinggroup = "BLD_BLACK_HOLE_POW_GEN_TERTIARY_EFFECT"
priority = [[TARGET_AFTER_SCALING_PRIORITY]]
effects = SetTargetIndustry value = Value + Target.Population
* (NamedReal name = "BLD_BLACK_HOLE_POW_GEN_TARGET_INDUSTRY_PERPOP"
value = 0.50 * [[INDUSTRY_PER_POP]])
activation = Star type = BlackHole
Happiness low = (NamedReal name = "BLD_BLACK_HOLE_POW_GEN_MIN_STABILITY" value = 10)
stackinggroup = "BLD_BLACK_HOLE_POW_GEN_SECONDARY_EFFECT"
priority = [[TARGET_AFTER_SCALING_PRIORITY]]
effects = SetTargetIndustry value = Value + Target.Population
* (NamedReal name = "BLD_BLACK_HOLE_POW_GEN_TARGET_INDUSTRY_PERPOP"
value = 0.40 * [[INDUSTRY_PER_POP]])
activation = Star type = BlackHole
Happiness low = (NamedReal name = "BLD_BLACK_HOLE_POW_GEN_MIN_STABILITY" value = 20)
stackinggroup = "BLD_BLACK_HOLE_POW_GEN_PRIMARY_EFFECT"
priority = [[TARGET_AFTER_SCALING_PRIORITY]]
effects = SetTargetIndustry value = Value + Target.Population
* (NamedReal name = "BLD_BLACK_HOLE_POW_GEN_TARGET_INDUSTRY_PERPOP"
value = 0.10 * [[INDUSTRY_PER_POP]])
]
icon = "icons/building/blackhole.png"
#include "/scripting/common/priorities.macros"
#include "/scripting/common/enqueue.macros"
#include "/scripting/common/base_prod.macros"
#include "/scripting/buildings/buildings.macros"