You wish to make research costs and unity projects/decisions dependant on empire sprawl size? OK!
However, we, the players need the proper presentation and tools to play that way:
1. People play differently. So as you did with pop growth, let us choose on galaxy setup, the sprawl point where tech costs double, or a relevant weight scaling setting. Tech costs is not it.
2. The red lettering penatly tooltip presentation is intimidating. You are presenting a game design decision as a penalty only.
3. So as I play, I keed to know how good the research effort goes. +786 research per month with this new system tells me nothing, because it is expected that costs are variable!
What I need is a research(and perhaps unity) efficiency indicator. It's calculated as: research_produced / empire_sprawl. So, 100 produced against 100 sprawl is 100% and 200 against 100 is 200%.
It is up to me to decide as I play, at what level I wish to keep that efficiency, and I, as the player understand that to make it higher, I need more labs, more researchers, more research stations OR less of the other stuff! I also understand that at game start that number would be up in the 400%, but at end game more around the 100% range (or even more, as the actual numbers or game style dictates). It is also helpful because we build our empire incrementaly, so it helps to determine at a glance where you are going, and what to build/prioritize next.
More to the point, if done properly, it would assist the AI to plan its research, if that metric is availiable to the scripts.
However, we, the players need the proper presentation and tools to play that way:
1. People play differently. So as you did with pop growth, let us choose on galaxy setup, the sprawl point where tech costs double, or a relevant weight scaling setting. Tech costs is not it.
2. The red lettering penatly tooltip presentation is intimidating. You are presenting a game design decision as a penalty only.
3. So as I play, I keed to know how good the research effort goes. +786 research per month with this new system tells me nothing, because it is expected that costs are variable!
What I need is a research(and perhaps unity) efficiency indicator. It's calculated as: research_produced / empire_sprawl. So, 100 produced against 100 sprawl is 100% and 200 against 100 is 200%.
It is up to me to decide as I play, at what level I wish to keep that efficiency, and I, as the player understand that to make it higher, I need more labs, more researchers, more research stations OR less of the other stuff! I also understand that at game start that number would be up in the 400%, but at end game more around the 100% range (or even more, as the actual numbers or game style dictates). It is also helpful because we build our empire incrementaly, so it helps to determine at a glance where you are going, and what to build/prioritize next.
More to the point, if done properly, it would assist the AI to plan its research, if that metric is availiable to the scripts.
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