The only thing wrong with this is the lack of extravagant over-designed robo hats for the nobles.
The only thing wrong with this is the lack of extravagant over-designed robo hats for the nobles.
That's why I mentioned it. What I replied to was talking about that.That's actually not terribly important as far as the current math is concerned- one of the reasons corvette spam is so powerful is because you can afford to lose them in droves compared to bigger, more powerful ships. It doesn't matter if your fleet is being chewed through if you can easily replace your losses faster and more economically than your opponent, basically.
Hence, if "Crystals" were to hypothetically represent an "oil" resource that is more scarce than minerals and scales at a different rate as far as cost is concerned, that could offset the math.
What would you use as an icon for Consumer Goods?
Current living standards just increase the POP's Consumer Goods consumption- default is 1, and Utopian living standards consume 2. A "leadership" living standard for nobility consuming 2 Consumer Goods would be entirely in line with that.
This more ot less confirms that the rings are reworked consumer goods.
Also housing need is interesting. Some sort of pop growth limiter now that tiles are gone perhaps. With higher living standard /strata requiring more?
Indeed there is, but it could be too specific for it's new role. I'd imagine some special buildings using and building a temple with toasters would be a little weird.Isn't there already an icon in the game for ordinary consumer goods? That futuristic space toaster thing?
I didn't think the city-world pic showed how much housing it had, just that it had "102 POPs".Yeah, this is huge. A noble robot needing 5 House means that Earth Ecumenopolis can only house 20 of them. Now, if slaves need less than 1 House...
- Pop based planet management: Hell YES. I hope that it goes beyond the old simplistic MoO2 model of "putting intelligent species to work as scientists" and introduces pops with their own agendas, evolutions, and mixed, complex outputs, complete with their own limitations (so we have trade backs and empire intra-politics)
- Unique pop jobs are also a great way to bring personality to empires and ethics. Eagerly waiting to see priests and METABARONS (!)
You are setting up yourself for dissapointment.- I really hope that the whole galactic marketplace is more than a simple trading window a la trade enclaves. The hyperlane model is ripe for implementing a trade route system. Make it so the trades we do on the marketplace do reflect in the galaxy map, and we might have something really interesting going on here
You are setting up yourself for dissapointment.
Doesn't Synthetic Ascension already involve virtualization? You don't put organic brains into robotic exosceletons, you know. Likewise, what would stop a virtual being from remotely piloting a synth drone to do physical work?That gives me an idea for a new ascension. Virtual ascension where your pops get digitized, becoming immortal and requiring only energy and very little housing but being incapable of anything that includes physical work. Physical work has to be done by normal robots or slaves.
Only late game automated facilities are free from that restriction and can be controlled by virtualized pops.
Doesn't Synthetic Ascension already involve virtualization? You don't put organic brains into robotic exosceletons, you know. Likewise, what would stop a virtual being from remotely piloting a synth drone to do physical work?
Did I say it should be a good thing? No I did not. I simply stated that unemployed pops could have some use instead of just costing money. Why make this a boring feature when it could be filled with interesting gameplay choices. For example there could be unemployment policies that decide what happens with unemployed pops:A world full of mostly unemployed POPs should be a drain and cause problems. That's what high unemployment does. Presumably, city-worlds have a higher work capacity of some sort, too- perhaps they're optimized for manufacturing, or research, or unity production. But if you have one that's just full of POPs with no work... yeah, that ought to be a bad thing.
And what are my means of doing so? You make it sound like I said "oh let's give every trait an up and a downside!" I did not say that. Just disagreeing and throwing soundbites like "no not like that, but i want complex traits" to get some upvotes is not helpful. What does complex traits mean to you?The whole point is that you have to balance those things out yourself based on point cost. I don't disagree that more complex traits would be nice, but I do disagree with your proposed means of doing so. We can already make a fast-reproducing species that has a shorter lifespan, but maybe some people want to make a fast-reproducing species that trades rapid gestation for slower brain development, or for being nest-based and slow to expand into new areas, or whatever.
No. The ascended pops are strictly their own. They no longer have bodies they use but live as data. They can still research, create unity, etc. They would be a third kind of pop in gameplay terms along with organic and robotic pops.Doesn't Synthetic Ascension already involve virtualization? You don't put organic brains into robotic exosceletons, you know. Likewise, what would stop a virtual being from remotely piloting a synth drone to do physical work?
Stuff like Decadent, honestly. Weird ones with oddball effects. Not stuff like you've suggested, because what you've suggested is too limiting and has too many restrictions.And what are my means of doing so? You make it sound like I said "oh let's give every trait an up and a downside!" I did not say that. Just disagreeing and throwing soundbites like "no not like that, but i want complex traits" to get some upvotes is not helpful. What does complex traits mean to you?
Sorry, but that is nonsense. Every choice at the start of the game already imposes a narrative on the game. Why can't a secondary species be intelligent? Doesn't that impose a narrative on every syncretic species game? Why should a weak species be less militaristic? There are a lot of these already in the game and many make sense, although they restrict the possible narratives.Stuff like Decadent, honestly. Weird ones with oddball effects. Not stuff like you've suggested, because what you've suggested is too limiting and has too many restrictions.
Polar opposites should be the only stuff that excludes one another, and traits shouldn't require other traits. That's imposing your own little narrative on every species.