I understand your concerns Tal, and to an extent, you're right, what I'm proposing is in essence a full subgame within LT. This is likely too substantial to include in 1.0, which is why I said my proposal is for the Planetary/Colony Ownership
Expansion. When you consider the scale and ambition of LT, when you consider how much it already covers, an expansion needs to really
EXPAND the possible gameplay.
Not to mention it being a major step towards MorrowJosh Therefore, it seems perfectly reasonable for an Expansion to have a different feel from the Original.
Talvieno wrote:What's more, 4X games like Civilization attract a completely different audience than a game like Limit Theory. However, understanding both parts of the game seems to be essential to playing LT well. This, in effect, alienates both kinds of players by forcing them to do something they don't find fun.
Attracting a different, broader audience is not a bad thing in my opinion. I disagree that it alienates players though, as LT already has numerous components that affect gameplay but cannot all be mastered or focused on at once. I haven't quite gotten to writing out the ways in which these fine details will scale up to a larger picture and fit within the universe of LT, but things like HICUS indexes are similar to ship components in that you can fine tune them to maximize and optimize and specialize, but only if you really want to because you can get along just fine without them.
On a colony, HICUS is split into the many districts, but for somewhere far away, the HICUS compresses into a single value set for the colony as a whole. Even Further away, it's one set of values for the whole planet, the whole system, the whole sector. Which is why I think it's a great tool for worldgen as well, as you can just define the values for a whole sector of space initially, then when you get closer that set fragments into system values, then closer still each system fragments into planet values, each planet fragments into colonies, and each colony fragments into districts. The weight of each fragment is of course not just a random split, nor an equal split, but is determined by many other factors within the worldgen algorithm. But I digress...
vector67 wrote: It just acts in the background giving a little more depth to how colonies work. Like most things in LT it doesn't scream for your attention. Most things in LT will be things you can do but don't have to. I mean there are asteroids all over the place, but you don't have to mine them, just pay someone else. I hope that this mod will end up being similar. If you don't want to have to deal with colony mechanics then just hire an AI to do it for you or just ignore it completely, it'll handle itself. If you really want to have the depth that goes with this then you're quite capable of diving deep.
Exactly!
vector67 wrote:
Hyperion wrote:Groups are dumb. Communities are dumb. They’ll purchase a random selection of whatever is available and they can afford.
Why is this the case? Should an owner of a group not be able to specify what they want a group to buy? Then the group will buy goods based on a random chance, but weighted (maybe based on the total sum of obedience in the group) towards what the owner wants. That way if you buy a group you don't have the worry of it destroying itself by just buying the wrong commodities.
Weighting it via obedience? I like that. My thing on groups being dumb is that because a group is representative of a large number of actors but is only a single actor, the desire for a random selection of whatever is available and affordable is both to keep group AI to a minimum and to represent the varied desires of many members.
vector67 wrote:I really am enjoying the amount of thought and consideration that you've put into this idea. It's really cool to see an idea that is so well put together.
Thanks! I have been working on it on and off for almost a year now :p
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