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hsuzy1987

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In my opinion cost of Tech and building are not as Important as seriously lowering the rate of population growth first.
I will start by decreasing the pop growth by at least five times and the have the rate increase some as pop grow insead of decreasing.

First of it is more realistic and will seriously slow down gameplay but still make litte difference at the start of the game.

You should mainly increase time to build stuff with perhaps 50 - 100% or so.

Yep I'd agree with that. Not sure about the build time though.
 

StarGrazer

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I really like this idea, I loved playing on marathon speed in Civ, it allowed you to get to know your tech more and to be interested with new technologies.

How about increasing the costs of colonies and outpost, so that you value them more and there is enough time to explore the galaxy a bit better to better plan your empire out. I like the idea about how as time goes on, population growth increases, maybe this could extend to technology too, so the beginning phase can be stronger without it becoming a bore later on.
 
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Murmeldjuret

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It's like Marathon in Civ I assume. Which in general just decides how much tech matters. Since the one variable that does not change is the movement speed of ships. Faster speeds tend to support tech-based, while slow speeds tend to support productive empires.

Here you also have leader age, and faction growth, so it will be a bit different. But I am all for the idea.
 

Space Mango

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I could imagine Paradox put an option if you create an new game that will do the same. its just a variable you have to multiply to the basic science costs etc.
 
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hsuzy1987

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I could imagine Paradox put an option if you create an new game that will do the same. its just a variable you have to multiply to the basic science costs etc.

True, but it'll probably have to extend to other costs like colony ships and outposts as well, in addition to population growth. They should IMO be increased less, proportionally speaking, than tech will
 
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Drow7

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To be honest best option would be if devs add sliders at new game for each option so players can customize to their liking.

If its going to be done as a mod then probably have each feature as seperate mod with different options like +50% / +100% / +150% etc... (don't know much about modding PDX games)
 
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StarGrazer

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If its going to be done as a mod then probably have each feature as seperate mod with different options like +50% / +100% / +150% etc... (don't know much about modding PDX games)
If it was done in a mod it would either be something in set up, or some value you could change in the mod files.
 

Space Mango

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True, but it'll probably have to extend to other costs like colony ships and outposts as well, in addition to population growth. They should IMO be increased less, proportionally speaking, than tech will
With etc. i was pointing to all the other stuff like colony ships btw. Also if you have by balancing say to make a difference between tech and pop growing it's just an additional scalar.
 

Jorgen_CAB

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In my opinion if you seriously hamper pop growth, increased mineral cost and build time of all infrastructure projects you don't need to fiddle with tech costs at all, you will per definition get much lower tech growth anyway.

Those three parameters are all you need to make the universe feel more alive in the mid game. Planets will not be full and migration will be something that happens for a much longer time.

If you also inverse the effect of pop growth so that the more pop you have on the planet they grow slightly faster you flatten the rather unrealistic exponential pop growth you get by settling new planets.

In the current model you increase the pop growth in your empire to the double if you settle a new planet even if you have not increased population at all by settling your first planet. You then triple it with the third (from you starting value) etc... Personally I don't like that model so much.
 
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hsuzy1987

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In my opinion if you seriously hamper pop growth, increased mineral cost and build time of all infrastructure projects you don't need to fiddle with tech costs at all, you will per definition get much lower tech growth anyway.

Fair point, I think that works pretty well too. Faced with that situation though my first option would be to spam research stations as much as humanly possible, since they won't require pops. The flip side is that research stations can't be upgraded to produce more as far as we know, so I guess that's the downside to the approach I've mentioned.
 

Kordishal

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I agree that this could make for some interesting game play.

I would slow down both technology progress and population growth. Additionally I would also weaken border expansion. In the early game a colony ship and frontier outpost should just cover the system they are in. To go a bit extreme I could even see it not covering the entire system, making conflicted systems much more likely.

Other than that I could also see a pre-FTL engine type. With this you will first have to settle your own system (meaning there should be the possibility for habitable planets in your own system) and can send out slow moving colony ships to settle other systems and then build up infrastructure from there. This sub-light engine would work like Warpdrive, but a lot slower and more range.

However I would not increase the cost of buildings or ships. This way it the early game you will have numerous enclaves which are basically unconnected until an FTL drive is developed.

Of course you could then bin all really advanced technologies to reverse engineering, but I think that would be really hard to balance.
 
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Duke Von Hannover

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I floated this idea a few weeks ago and will be making such a mod.

I mostly got shot down because i noticed the pacing of the game being a bit fast too early.

Pop growth, unit cost, and build times are all things that need changing.

To promote differences in buildings on core and colonies i plan to have more upgrades so that the difference is noticible.
 
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hsuzy1987

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I floated this idea a few weeks ago and will be making such a mod.

large.jpg
 

Jorgen_CAB

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I floated this idea a few weeks ago and will be making such a mod.

I mostly got shot down because i noticed the pacing of the game being a bit fast too early.

Pop growth, unit cost, and build times are all things that need changing.

To promote differences in buildings on core and colonies i plan to have more upgrades so that the difference is noticible.

I would perhaps link some upgrades to whether if there is a capital on the planet or not if that is possible... that would make a difference between core worlds and colonies as well.

I might not want to increase the cost of warships because that would most likely upset the balance of war a bit much unless invasions of planets was made to take much longer as well. Build time of ships might be a bit on the fast side but when you consider that you only build one ship per space station at a time I think the time it takes to build a ship is reasonable. In reality you should be able to build many ships at the same time.
 

Jorgen_CAB

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Fair point, I think that works pretty well too. Faced with that situation though my first option would be to spam research stations as much as humanly possible, since they won't require pops. The flip side is that research stations can't be upgraded to produce more as far as we know, so I guess that's the downside to the approach I've mentioned.

I think this is a realistic option but also make you more vulnerable in a war situation, especially if these stations are more expensive and take more time to replace.

I even think that space monsters could attack them... I'm not sure if they do.
 
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