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IDProjectCategoryLast Update
0017247Stars Beyond ReachBalance IssueJun 16, 2015 12:01 pm
Reporterkasnavada Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.893 
Fixed in Version0.894 (The Early Experience) 
Summary0017247: The game forces you to place as many camps as possible on turn 1
DescriptionDunno what to be expecting here. That's quite an amount of money. Could also cause some (minor) balance issues depending on territory size.

For games at "maximum" difficulty, I'd have to try, but it could be possible to lock oneself with no money at all.
TagsNo tags attached.

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Chris_McElligottPark

Jun 16, 2015 10:34 am

administrator   ~0042256

It's not possible to run yourself out of money -- or rather, it stops asking you to place more at that point, anyway. I'm not really sure what to do with these camps at this point.

kasnavada

Jun 16, 2015 10:53 am

reporter   ~0042257

Last edited: Jun 16, 2015 10:55 am

About that part...

I'm for a complete overhaul of the exploration system - scout buildings, explorer camps and so on. But, since territories changed quite a lot, I'm not sure what would be nice.

What I suggested "before" the change on the "scouting building" thread was:
- exploration is automatic "around" the lander / district center / military camp (forgot the name), and expands 1/turn until a limit is reached (or not).
- you can "sacrifice" one explorer camp to "explore" some area (just as the scout action does, except for the sacrifice part). Also, limiting the number of explorer camps is necessary (maybe 6 ?).
- you can "sacrifice" the scout for 2 "scout actions".

With territories, if it "feels" right, maybe the same "scouting" behaviour around lander : similar could be kept, but limited to the territory it's in. Then sacrificing could be used to explore a neighboring territory fully (proposed numbers, of course, to be tweaked).

This would probably require getting rid of the science and government points for the explorer camp, or tie them to the new "explore" action, or move them to the lander. Not sure if it's a bad thing to do so. Giving "bonus" science points / events for exploring sure sounds like a good idea though.

In hope it gives you ideas.

ptarth

Jun 16, 2015 11:27 am

reporter   ~0042258

I'd suggest dropping the placement rules. Then provide a tutorial that says something to the extent of: We have nothing. Here is a tent. Send some guys to explore with that tent, while we figure out how to build more useful buildings.

The Explorer camps don't produce very much in the way of resources, so spamming is not unbalanced. This way you can use them to get a quick LOS boost and some minor additional science, but replace them with better things later.

kasnavada

Jun 16, 2015 11:43 am

reporter   ~0042261

Maybe.

I currently build them because they're mandatory, else I'd rather wait a few more turns and get more money for "real" buildings, which come in a few turns anyway.

Chris_McElligottPark

Jun 16, 2015 12:01 pm

administrator   ~0042268

Thanks!

=== Revised Early-Game Citybuilding Experience ===

* The general idea here is to make it so that the very basics of your citybuilding needs are all available right from the start, and thus there is no competition in the tech tree on getting those super basic things. Beyond that is then up to you.
** Thanks to Misery and kasnavada for inspiring this idea.

* The following buildings are now available from the start of the game, and no longer require you to unlock any tech to get them:
** Dense Apartment Housing.
** Rural Farms
** Water Well
** Cheap Diner (this means that Independent Cooking has also gone away).
** Wind Turbine
** Holo Resort (this means that Tactile Holography has also gone away).
** Hospital (this means that Physician Training is now called Ectogenesis, and costs 300 instead of 50).
** Police Station (this means that Physician Training is now called Ectogenesis, and costs 300 instead of 50).
** Cemetery (this means that Civil Service has been replaced by Language Observation).
** Trash Dump
** Hazmat (so High Capacity Living is now gone).

* The requirement to place explorer camps on your first turn has now completely gone away. Now that you have a freer reign to build more stuff on turn one -- all the bare essentials -- it now makes you build a single building -- and gives you a snarky helpful tip on how to do that if you click the button -- prior to letting you move on to the next turn.

Issue History

Date Modified Username Field Change
Jun 16, 2015 1:58 am kasnavada New Issue
Jun 16, 2015 2:56 am kasnavada Description Updated
Jun 16, 2015 10:34 am Chris_McElligottPark Note Added: 0042256
Jun 16, 2015 10:34 am Chris_McElligottPark Status new => feedback
Jun 16, 2015 10:53 am kasnavada Note Added: 0042257
Jun 16, 2015 10:53 am kasnavada Status feedback => new
Jun 16, 2015 10:55 am kasnavada Note Edited: 0042257
Jun 16, 2015 11:27 am ptarth Note Added: 0042258
Jun 16, 2015 11:43 am kasnavada Note Added: 0042261
Jun 16, 2015 12:01 pm Chris_McElligottPark Note Added: 0042268
Jun 16, 2015 12:01 pm Chris_McElligottPark Status new => resolved
Jun 16, 2015 12:01 pm Chris_McElligottPark Fixed in Version => 0.894 (The Early Experience)
Jun 16, 2015 12:01 pm Chris_McElligottPark Resolution open => fixed
Jun 16, 2015 12:01 pm Chris_McElligottPark Assigned To => Chris_McElligottPark