Closed Elimdur closed 6 months ago
There are some things, that still bother me:
Some stupid ideas on my end:
- Even if you get punished for settling natural planets, are the caretaker drones worth it?
They should be strong unity producers (in this playstyle they should be your goto unity producer).
- Since this is somewhat void dwellers for machines, the basic void dweller treatment would be appropriate (habitat cost reduction etc.)
I agree, this was implied, but not explicitly stated by me.
- Will you just end up with a bunch of primitives and a job which covers some lost value from the planets?
The reward should be the scaling edict country buff, which may need something more of notsurewhat.
1 habitat + 1 pre-ftl per system and you want to get a lot of both, meaning you will need a lot of systems.
This should be somewhat alleviated by the ability to convert terraforming candidates with the building. Maybe give 2% per pre-ftl civ for the edict as well (so you'd need 25 to get the maximum - still a lot but more managable i guess).
- Will you just end up with a bunch of primitives and a job which covers some lost value from the planets? If I played this origin, I would like more uses for primitives. More pre-ftl observation techs, some interactions something along those lines. For players who enjoy mechanics over roleplay/story (no, the edict does not cut it). for DE and RS this is no issue, because they get good benefits (pops).
We definitely need some more stuff for that. I just can't point out anything obvious right now. Atleast you can say, the buff makes your existing pops more productive while not further increasing your empire size. I know that is not a big thing but should not be forgotten either atleast.
- Maybe give them an option for forceful devolution, like the one colossus beam or bombardment. This way, conquered empires become primitives and can be cared for
Yeah that effect would be useful when conquering a planet already early on, so it should be the standard on owner change when the previous owner was organic.
- Caretaker drones should have some interesting resource production (empire sprawl reduction or highly specialized research + of course unity)
We can add that to their effect.
- Maybe add hatred to empires who enlighten primitives or a similar gimmick
Can these empires be identified by a specific check?
We definitely need some more stuff for that. I just can't point out anything obvious right now. Atleast you can say, the buff makes your existing pops more productive while not further increasing your empire size. I know that is not a big thing but should not be forgotten either atleast.
Ye, didn't expect it a design document most of my comment was thinking further ahead.
That one is a great idea which would make me consider getting the colossus perk for them.
Devolving beam is bad. I would like to push for a better modable solution. Maybe bombardment.
We can add that to their effect.
I agree that pop-less production is strong, but you essentially pay in lost planets, which would have grown pops either way. This is me crunching numbers. But giving the player a reward for pre-ftl seeding, they would also play more in line role-play. Which is more fun for all modder and player. Balance here is hard and not my strength overall :)
Can these empires be identified by a specific check?
on_planet_transfer exist which essentially would check, if a pre-ftl planet was gained. Broadening the hatred to empires who disturb/ vassalize pre-ftls.
Additionally: not sure if a small origin story is fitting, but I could imagine an event-chain where you explore the reason behind your programming and unlock new stuff tied to the number of pre-ftls you care for.
on_planet_transfer exist which essentially would check, if a pre-ftl planet was gained. Broadening the hatred to empires who disturb/ vassalize pre-ftls.
The question was whether we can identify the countries that would hate us via a check.
Oo now I realize I read it wrong. It's us who hate others for doing bad stuff.
Additionally: not sure if a small origin story is fitting, but I could imagine an event-chain where you explore the reason behind your programming and unlock new stuff tied to the number of pre-ftls you care for.
That could be interesting, but we would need ideas for what could be unlocked. A story is nice, but the stuff you unlock should be more than some simple resource stashes.
Oo now I realize I read it wrong. It's us who hate others for doing bad stuff.
:)
That could be interesting, but we would need ideas for what could be unlocked. A story is nice, but the stuff you unlock should be more than some simple resource stashes.
Study primitives via espionage, devolving war goal, a relic of your makers .... knights of the toxic god has a fantastic concept via situation which goes faster the more special jobs you have and stages for rewards which enhance the special job.
"Special, weird stuff" are my specialty
Study primitives via espionage, devolving war goal, a relic of your makers .... knights of the toxic god has a fantastic concept via situation which goes faster the more special jobs you have and stages for rewards which enhance the special job. "Special, weird stuff" are my specialty
Would you be willing to work out a concept for that unlocking complex? How it should work, what it should unlock and so on. This is basically an additional layer that may very well get as extensive as the origin I already have in my design doc.
I have never touched wargoals - my simple solution would be to make it an innate feature of the origin as you should not settle planets at all so that it would remove them automatically from your list if the planet came from organics. In case of machine empires you would have to vacate the planet manually. Not sure if there is a more elegant solution.
Would you be willing to work out a concept for that unlocking complex?
Sure, should have some free time this weekend. If you have some wacky ideas just send them to me. I'll try to incorporate them.
I have never touched wargoals - my simple solution would be to make it an innate feature of the origin as you should not settle planets at all so that it would remove them automatically from your list if the planet came from organics. In case of machine empires you would have to vacate the planet manually. Not sure if there is a more elegant solution.
I think leaving the player the choice is always best. E.g DE have good reasons to settle planets with assimilated pops and/or keep ones. There are also things like Machine worlds or City worlds, which are needed for viable late-game. I would hate giving up a 18+ sized world to some pre-ftls. I will work out a concept which lets the player have a choice.
Alright here my ideas, this will be along one:
Lore:
The makers of your robotic empire were hit with a plague which rapidly devolved anyone coming into contact with it. To avoid further spreading of the plague, they constructed you: the caretaker of all primitive and underdeveloped individuals. Your tasks were simply to take care of them and collect samples. After centuries of fighting the rapidly adapting plague, all the original founder of the machine succumbed to the plague. The machine continued with their orders and secured themself the first system habitat complex as an observation post.
In game:
(no DE, DA or RS explained later)
The Protocol wills it:
This should be all my thoughts regarding that. Shouldn't have written it on paper first.
Alternative take on the G.E.N.E.S.I.S. Protocol origin
E.D.E.N. Protocol stands for E nvironmental D iversity E xpansion N etwork
Premise: Void Dwellers start for machines + Pre-FTL seeding on habitable planets Blocked for: Determined Exterminators, Driven Assimilators, Rogue Servitors
What does it do?