Wade1000
Posts: 771
Joined: 10/27/2009 From: California, USA Status: offline
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This page 3 is golden with great population immigration and emmigration ideas. I hope that Ntronium can use them. Here is it all summarized. ----- Wade1000 Matrix Trooper From another thread: quote: ORIGINAL: ShotmanMaslo quote: ORIGINAL: Aurelian M3 fell flat on its face. BoTF wasn't much better, if at all, from M2. Doesn't make much sense to have colony ships that can be intercepted and destroyed while populations moving between planets can't be. The best way mentioned here in my opinion is to have population migration as an automatic background function, maybe with setting priority planets. This function can then automatically create population transport ships which can be intercepted and destroyed (like automatic trade ships in Sins). Best of both worlds. That sounds perfect. Great idea. Thanks. It seems so obvious to combine the two features like that yet no game like Armada 2526 has done it yet. I hope that Ntronium accepts the idea and can implement it. I will copy and paste this in the wish list thread. ----- ShotmanMaslo Matrix Trooper quote: ORIGINAL: Iceman quote: The best way mentioned here in my opinion is to have population migration as an automatic background function, maybe with setting priority planets. This function can then automatically create population transport ships which can be intercepted and destroyed (like automatic trade ships in Sins). Well, I don't want pop from Rich and Very Rich worlds to go to other places, because I'll be losing tax money - especially poor systems. I don't want pop from a system where I'm waiting for a new slot to open to go anywhere else. I don't want a system where I'm building Marines or Tanks or Arks to go under 10 pop. Also, "automatically create population transports" doesn't mean anything. The transports have to be built. They'll take up a shipyard for quite a few turns. Those SYs might be busy with something else. As good as it might sound, it's not that simple. Well, transports have to be build now. The way I imagine it is that transports dont require government shipyards to be built, because they are just simple civilian liners. Or maybe you should add new "Civilian shipyard" which would be cheap to build and maintain, so there is no problem. This way every planet will spawn transport ships and trade ships for internal empire trade (another suggestion - internal trade like in Sins, new building - "basic trade port"), which would then form convoys and inner empire traffic. You will have to protect this traffic from the enemies and also can attack enemy traffic convoys, which would then lose money or poulation. - would make game more interesting. In every good scifi there are lots of civilian convoys and trade ships and government duty is to protect them. If you dont want your population to migrate somewhere or from somewhere, you will have the option to disable it in the planet population menu (forbid immigration, forbid emigration switches). What about that? ----- Grandpoobah Matrix Recruit quote: ORIGINAL: ShotmanMaslo Well, transports have to be build now. The way I imagine it is that transports dont require government shipyards to be built, because they are just simple civilian liners. Or maybe you should add new "Civilian shipyard" which would be cheap to build and maintain, so there is no problem. This way every planet will spawn transport ships and trade ships for internal empire trade (another suggestion - internal trade like in Sins, new building - "basic trade port"), which would then form convoys and inner empire traffic. You will have to protect this traffic from the enemies and also can attack enemy traffic convoys, which would then lose money or poulation. - would make game more interesting. In every good scifi there are lots of civilian convoys and trade ships and government duty is to protect them. If you dont want your population to migrate somewhere or from somewhere, you will have the option to disable it in the planet population menu (forbid immigration, forbid emigration switches). What about that? I think you might have something here. Create a trade port structure. The basic trade port allows population migration. If you don't build one then nothing happens so you can control population migration. An advanced trade port acts like an internal version of a trade mission. Building one on a poor planet that is in the center of a cluster of your planets would help raise tax income by making that planet an internal trading center. The decisions to build or not build becomes part of your strategic empire management decision process (a one time action on your part rather than recurring actions). This would reduce the micromanagement feel that I get now at having to balance population between planets. This also gives you two new techs to research and until you do it is business as usual. The population management issue for me is more an end game annoyance so having it something that needs to be researched allows you to fix it before you enter the end game phase. If you don't want the automation don't research it or build it. You could even give the ability to research these techs XML tags and then you could have these techs as a racial features. Some races don't have the trade/migration features because of their culture. Just a thought to try and strike some middle ground here. ----- ShotmanMaslo Matrix Trooper quote: ORIGINAL: Iceman Less MM? You have to build those civilian SYs in a bunch of systems. And more upkeep. And more pop to assign to it. You have to know how many transports you'll build in each - how do you do that BTW? Also, how do you control when you've built enough, if it's automatic? You''l have to check each system regularly to see if you have to check/uncheck the immigration switch. You have to build one SY in every system you colonize. Upkeep can be set to a minimum for such structure. Thats all. Just like transport/trade system in Sins. Why pop assignnig and transport building? I imagine the system to be automatic - AI will build automatic civilian transports when needed for free (cost included in SY upkeep), fill them up with emigrants and send them to their destinations, where they will dissappear. Civilian liners simulation. (+trade ships would be cool..) Goverment today is not controlling all migration and movement of people, why should it in the future? Switches would be just in case you wanna block certain planet from emigration or immigration or control it yourself - they will be off by default and AI will handle all migration. If one structure slot and upkeep is a problem, civilian liners can even be produced without them - say they are small simple and private ships, so they dont need big government SYs needed to build battleships or government issued colonisation Arks, just planet itself:) ----- Andrew Loveridge Matrix Games Staff Let me try to redefine this, to see if I understand the intent. You can research a Trade Port Structure, with possible upgrades, it will be low cost with a medium upkeep. The AI will build temporary transport ships here, probably one per turn if needed, to move population to another system with a Trade Port. These will not cost you anything except pop and lost income while in transit. They are actual ships that can be attacked, but disappear on arrival. You will be able to set min/max population values at the Port, which the AI will use to determine migration. Default values might be 15/50. It will also build trade ships that create income on arriving at another Port. Again, temporary and can be attacked. Sounds cool, but I am guessing hard, maybe impossible, to implement in Armada.
< Message edited by Wade1000 -- 12/10/2009 12:51:34 AM >
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Wish list:population centers beyond planetary(http://en.wikipedia.org/wiki/The_Culture):Ships,Ring Orbitals,Sphere Orbitals,Ringworlds,Sphereworlds;ability to create & destroy planets,population centers,stars;AI competently using all advances & features.
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