Good gameplay mechanics should present players with meaningful decisions. Currently the majority of planetary management is just a lot of micro legwork to actualize the few meaningful strategic decision the player has made. While the new system in 2.2 is promising, the execution is burdensome. With a few tweaks set out below, it could instead present players with significantly fewer though more interesting decisions for planetary management.
Reduce the number of districts to 2 (at size 10 planet) up to 5 (at size 25 planet). This would still allow players to give meaningful shape to a planet's economy, while avoiding a lot of tedium of just filling it out over time.
Reduce the number of building slots to 4 (plus 1 for capital building). This would present enough choices to meaningfully shape a planet's advanced economy, while again avoiding the tedium.
Add multiple upgrade paths to buildings. For instance, if the initial building added research, then choosing between buildings which focus on one of the research types makes for an interesting tier two upgrade, while the ability to boost the sub parts of research trees is interesting at tier three upgrades.
To compensate for the reduced uniqueness of planets from having less variation in potential districts from planetary features, I would more frequent use planetary modifiers drawn from a larger pool of possibilities. And/or, just use more of the planetary features that directly provide jobs.
It would be necessary to adjust the number of jobs made available by each district and building. But adding a system to automatically scale up the number of jobs to keep in step with the overall development level would be pretty straight forward.
Finally, all of the above would reduce the CPU burden, especially for the AI, which is an obvious priority for the devs at the moment.
I'd be really interested to hear if others players think this would work, or what variations and elaborations you think could make it work even better, or if you don't think it would work, why not? Or even if there are any modders who would be interested in collaborating to just build it ourselves?
Reduce the number of districts to 2 (at size 10 planet) up to 5 (at size 25 planet). This would still allow players to give meaningful shape to a planet's economy, while avoiding a lot of tedium of just filling it out over time.
Reduce the number of building slots to 4 (plus 1 for capital building). This would present enough choices to meaningfully shape a planet's advanced economy, while again avoiding the tedium.
Add multiple upgrade paths to buildings. For instance, if the initial building added research, then choosing between buildings which focus on one of the research types makes for an interesting tier two upgrade, while the ability to boost the sub parts of research trees is interesting at tier three upgrades.
To compensate for the reduced uniqueness of planets from having less variation in potential districts from planetary features, I would more frequent use planetary modifiers drawn from a larger pool of possibilities. And/or, just use more of the planetary features that directly provide jobs.
It would be necessary to adjust the number of jobs made available by each district and building. But adding a system to automatically scale up the number of jobs to keep in step with the overall development level would be pretty straight forward.
Finally, all of the above would reduce the CPU burden, especially for the AI, which is an obvious priority for the devs at the moment.
I'd be really interested to hear if others players think this would work, or what variations and elaborations you think could make it work even better, or if you don't think it would work, why not? Or even if there are any modders who would be interested in collaborating to just build it ourselves?
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