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Author Topic: Vestigi Imperium - Turn 2 - Technological Explosion  (Read 18384 times)

ggamer

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Re: Vestigi Imperium - A 4x game in a dying empire far, far away
« Reply #15 on: April 30, 2011, 06:36:14 pm »

empire has been edited in.

Iituem

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Re: Vestigi Imperium - A 4x game in a dying empire far, far away
« Reply #16 on: April 30, 2011, 06:36:51 pm »

Added in the Thrile.  Bonus points to anyone who knows where they're from, as that's also the place where I got the name 'Iituem' - he was my first ever Thrile character.  I've picked the Thrile advantages/disadvantages based on that race's roleplayed quirks rather than a specific minmax aim - I was originally planning on playing a race of Builder Financiers (which is the playstyle I'm used to).  I suspect that may not work with this makeup.

Ok thats fine, and my limit of FTL knowledge is " It makes Destiny go real far real fast "

I imagine our ships just travel at the speed of Plot.
« Last Edit: April 30, 2011, 06:39:30 pm by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Criptfeind

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Re: Vestigi Imperium - A 4x game in a dying empire far, far away
« Reply #17 on: April 30, 2011, 06:38:52 pm »

Most likely Galactic Emperor: Succession
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Iituem

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Re: Vestigi Imperium - A 4x game in a dying empire far, far away
« Reply #18 on: April 30, 2011, 06:42:28 pm »

Most likely Galactic Emperor: Succession

Yesss.  I was the most prestigious Emperor before they closed it down.  That was, granted, about ten years ago.

Turns out if you can just convince four or five of your fellow players to accept subordinate (but still powerful) places compared to the throne, you can create a voting bloc out of them to sway the Archonate.  If they give you all their specialists as well, you end up having an absolute powerhouse to trade with - I transformed every single one of my planets into Intelligence Worlds and then swayed the vote with my Thrile party to make Int Worlds the most valuable worlds in the game.  We won with flying colours.  XD

Unfortunately, I think the outcry at our success might have been what killed the game.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Knave

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Re: Vestigi Imperium - A 4x game in a dying empire far, far away
« Reply #19 on: April 30, 2011, 06:51:29 pm »

Okay edited in my traits, do they seem okay?

I hope it's alright that i went with a mainly human culture. If humans don't exist in this time line I can always change it. I was going for an Emperor of the Fading Suns feel.
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Orb

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Re: Vestigi Imperium - A 4x game in a dying empire far, far away
« Reply #20 on: April 30, 2011, 06:55:39 pm »

Reserving.

I've read only about half of the "data", but upkeep for uncompletely terraformed planets seems a bit ridiculous.

Lets say I have 5 million people, which I am taxing at 5 credits/turn. If the planet quality, was say, -10%, it would cost me 550 million credits per turn to keep them alive. I get this math from 10x(1 - (-10)) x 5,000,000.

------------------------------------------------------------------------------------------------
Concidering we have sentient plants/monkeys, I figured this was appropiate.


Artificial Intelligence, or AI, has always been the fear of futuristic rulers in Sci-fi. Now, as the future is present, and science fiction, is just science, the threat is real. On the human planet of Pearl, an AI was born in a garage. If you read your science fiction, I don't believe I have to explain how the AI has dominion over Pearl today.

It may be a machine, but like carbon based lifeforms, its will is to replicate, evolve, and even conquer. It struggles with emotions, but math and technology is no obstacle to this species.

Empire: The AI Network
Homeworld: Pearl
Capital: TCPC - The Central Processing Complex


Traits

Production +2: With no sleep and worker safety conditions nonexistant, industry thrives.
Small Craft Attacks +1: With no need for pilots, strikecraft are more reckless in their attacks.
Terraforming +2: Experts in nanotechnology, atmospheres can be changed quicker.
Research +2: While not as creative as carbon based lifeforms, the math and theory is much more easier for a sentient calculator.
Industrial Expantion +2: Factories are easy to construct without safety procedures.


Population Growth -2: Creating the robotic hosts matching the complexity of AI takes time.
Trade -1: Species are less likely to trade if they feel they will be outbargained by a calculating mind.
Loyalty Recovery -2: People are not exactly keen on being loyal to a machine.
« Last Edit: May 02, 2011, 03:25:10 pm by Orb »
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Knave

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Re: Vestigi Imperium - A 4x game in a dying empire far, far away
« Reply #21 on: April 30, 2011, 07:00:53 pm »

Reserving.

I've read only about half of the "data", but upkeep for uncompletely terraformed planets seems a bit ridiculous.

Lets say I have 5 million people, which I am taxing at 5 credits/turn. If the planet quality, was say, -10%, it would cost me 550 million credits per turn to keep them alive. I get this math from 10x(1 - (-10)) x 5,000,000.

I think this idea is taken from Sword of the Stars.
I believe it's supposed to make colonizing a trade off where not all colonies will just automatically increase the economics of your empire.
Your starter world has 5 billion people so that's a lot of money to support unprofitable colonies.
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Criptfeind

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Re: Vestigi Imperium - A 4x game in a dying empire far, far away
« Reply #22 on: April 30, 2011, 07:05:25 pm »

I think a population refers to a million people.
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Iituem

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Re: Vestigi Imperium - A 4x game in a dying empire far, far away
« Reply #23 on: April 30, 2011, 07:07:28 pm »

Reserving.

I've read only about half of the "data", but upkeep for uncompletely terraformed planets seems a bit ridiculous.

Lets say I have 5 million people, which I am taxing at 5 credits/turn. If the planet quality, was say, -10%, it would cost me 550 million credits per turn to keep them alive. I get this math from 10x(1 - (-10)) x 5,000,000.

I think there's been a failure of communication on 'population' here.  If you assume he means population as in units of 1M population, it balances much better.

Quote from: OP
Environment value ranges from -0 to -100%; this represents the percentage of maximum population that a planet can hold. This value can be improved by terraforming. In addition, for each population living in such a colony, a cost of 10x (1-quality) x population credits must be paid as upkeep to keep the population alive. The only way to avoid this cost is to abandon/liberate this colony.

I'm assuming population meant divided by millions, which means that the equation for 5M at 90% habitability is as follows:

10 x (1-0.9) x population = 10 x 0.1 x 5 = 5 credits upkeep

This means that if your habitability is even as low as 90% you will be paying the same amount in upkeep for population as you will be taxing from them.  At 50% habitability, you'll be paying five times their income from taxes to sustain them on the world, leaving you at a rather hefty net loss.

If you dropped that 10 to a 3, worlds would stop being profitable tax-wise at 66% habitability, which seems to make a bit more sense.  On the other hand, the max punishment you'll be getting for inhabiting a 0% habitable is paying three times that planet's tax income (which still seems a lot to me).

Depends on how you want to balance it.  Dropping the 10 to a 5 would still give long waits for the return on barren world colonisation (and heavy enough penalties), as break-even point would be 80% instead.  But if you're intending to be that harsh on the support side (which I can see working), leave it at 10.


Edit:  As a counter-argument to reducing the harshness of barren colony support, it is still worth remembering that even with this negating taxation boons from barren colonies, all that population there will still be able to man factories and produce support.  Support is still pretty useful, after all.
« Last Edit: April 30, 2011, 07:10:15 pm by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

evilcherry

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Re: Vestigi Imperium - A 4x game in a dying empire far, far away
« Reply #24 on: April 30, 2011, 07:13:25 pm »

Reserving.

I've read only about half of the "data", but upkeep for uncompletely terraformed planets seems a bit ridiculous.

Lets say I have 5 million people, which I am taxing at 5 credits/turn. If the planet quality, was say, -10%, it would cost me 550 million credits per turn to keep them alive. I get this math from 10x(1 - (-10)) x 5,000,000.

I think this idea is taken from Sword of the Stars.
I believe it's supposed to make colonizing a trade off where not all colonies will just automatically increase the economics of your empire.
Your starter world has 5 billion people so that's a lot of money to support unprofitable colonies.
You are pretty spot on; I think this system fits my theme. The brutal, tribal wars have ravaged a lot of worlds, reduced them to wasteland, so you have to clean the places up.
In game terms, It serves to retard expansion, and makes fighting against each other a more lucrative option.

That said, as others pointed out, I forgot to write down that "million".

evilcherry

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Re: Vestigi Imperium - A 4x game in a dying empire far, far away
« Reply #25 on: April 30, 2011, 07:25:56 pm »

-Minor update-
I adjusted that factor to 5. The breakeven point is 80%.

First of all, it is a ravaged world; people are still inhabiting every inhabitable planet, and even they may be much ravaged, they can't be worse than Mercury.
In other words, worlds of very low quality is rare; of course some will be so, but they are few, and a good player should figure out whether he wanted to pay the cost or not.

Later, as you know how to tax more from your people, or know how to terraform faster, the hit will be much less acute.

-Minor update again-
Missed due to a bureaucratic oversight, RESEARCH is now an attribute.
« Last Edit: April 30, 2011, 07:30:42 pm by evilcherry »
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adwarf

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Re: Vestigi Imperium - A 4x game in a dying empire far, far away
« Reply #26 on: April 30, 2011, 07:31:25 pm »

Question can I build thrusters into my planet, and make the core its power source so my whole planet is a space ship ?  :P
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evilcherry

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Re: Vestigi Imperium - A 4x game in a dying empire far, far away
« Reply #27 on: April 30, 2011, 07:34:18 pm »

Question can I build thrusters into my planet, and make the core its power source so my whole planet is a space ship ?  :P
No. That said, death stars can be a possibility.

adwarf

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Re: Vestigi Imperium - A 4x game in a dying empire far, far away
« Reply #28 on: April 30, 2011, 07:37:53 pm »

Oh well I tried the Dwarven Monkey approach
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lemon10

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Re: Vestigi Imperium - A 4x game in a dying empire far, far away
« Reply #29 on: April 30, 2011, 07:51:35 pm »

Spot reserved (if its not too late), and ill make a civ tonight.
EDIT: or tommorow morning due to problems tonight.
« Last Edit: May 01, 2011, 04:45:26 am by lemon10 »
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