Shark7 -> Expanding the civilian Logistics (5/25/2010 7:58:48 PM)
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I've posted this in the general discussion forum to discussion as well: http://www.matrixgames.com/forums/tm.asp?m=2476899&mpage=1&key= Tired of the Colony Spamming Race? Want a more realistic growth and expansion Model? Just want the game to be a bit more in depth and go at a more realistic pace? I have a propsition for you! Civilian Logistic System: Key Points: -Colony Development should be dependant on availability of supplies. -New colonies are not able to supply the needs of the colonists. -The industrial base of established colonies would need to make the supplies and ship them to new colonies. -The civilian shipping and logistics component is already in game, this would just expand upon it. Basics: -Each colony can take raw resources and produce supplies in different categories. -A certain level of development is required to produce each type. The is the abstract 'industrial base'. -Any product that can not be supplies by the colony must be shipped by one that can. -Availability of supplies will directly affect colony development. The Supply Types: -Basic Needs: This is the food stuffs and very basic constuction Materials (think 2x4's) needed to supply a colony. This is broken into the two mentioned...Foodstuffs and Building Materials. -Enhanced Needs: Medical Supplies and water production. The growing colony can now produce its own 'synthetic' water from hydrogen and oxygen gas. it can also provide its own medical supplies. -Advanced: Heavy contstruction Materials. This allows for the building of skyscrapers and large industrial type buildings. -Luxury Materials: Simple, at this level a colony can provide everything it needs as well as the 'fun' stuff. Luxury Supplies is the category. Development Levels: -Level 1-20: The colony is unable to produce even basic needs for its own citizens. The colony is dependant upon the merchant fleet and other more developed colonies to provide these goods. Colony deliveries will be heavily weighted to Foodstuffs, Building Materials, Water, and Medical Supplies. At this level, Heavy Construction Materials and Luxury Supplies will not be delivered. -Level 2 21-50: At this level, the colony is able to provide its own basic needs. It will still not be able to provide enough medical supplies or fresh water (if the planet is arid) for its citizens. This planet will start to receive Heavy Constuction Materials and Luxury supplies, but deliveries will still be heavily weighted to Medical Supplies and Water. -Level 3 51-75: This is a developing colony that is able to supply all of its citizens living needs, and can now start concentrating on constuction. Heavy Constuction Materials will be in high demand. Luxury goods will also be in high demand. -Level 4 75-99: At this level the colony is fully industrialized and is able to supply its citizens with all their basic needs. Luxury goods will be in extremely high demand and require inbound shipments. -Level 5 100+: The colony is fully developed and can supply all goods. This colony will also prodcue excess of ALL supplies that can be sent to other developing colonies. Also, planets that are not condusive to the species colonizing it (example: Volcanic, Ice or Desert for Humans) will take longer to develop and require higher levels of supply deliveries. To Summarize: At level 1, the colony is completely dependant on supply deliveries, at level 2 it provides food and basic building materials, at level 3 it can provide for the basic and medical needs of all colonists and start producing excess, at level 4 the colony is now providing all the constuction materials needed, and at level 5 the colony produces everything you need. New Resource Categories: -Grains -Meats -Water -Vegetables -Flora -Iron -Timber -Jewels -Rubber -Rare Edibles -Titanium These are converted to the various supply categories at colonies with the proper development level. -Foodstuffs: Grains, Meats, Vegatables, and Flora convert into foodstuffs at a rate of 2:1 (that is 2 raw resource becomes 1 foodstuff) -Basic Construction Materials: Timber, Rubber, Iron, Steel, Copper, Aluminum, Carbon, and silicates convert to basic building materials at a rate of 2:1. -Water: Continental, Marshy Swamp and Ocean planets have this in abundance. Additionally, Hydrogen and Oxygen can be combined to produce water at a 1:1 ratio (1 each of Oxygen and hydrogen = 1 water) -Medical Supplies: Flora and rare edibles convert to medical supplies at a rate of 3:1. -Heavy Constuction Materials: Rubber, Iron, Steel, Copper, Aluminum, Carbon, Iridium, Titanium and silicates convert to Heavy Constuction Materials at a rate of 4:1. -Luxury Goods: Rare edibles, Jewels, Gold, Silver, Timber, and Flora convert to luxury goods at a rate of 5:1. All of this would be in addition to the existing Logistics model in the game. The idea behind this is to slow colony spamming. You could still spam out the the ships, but the colonies would revolt if you could not provide adequate supplies to them, effectively spinning off and forming their own little factions or joining empires that could provide the supplies. With a system such as this in place, it would add more depth to the civilian logistics side, force actual thought into colonial expansion, and generally slow the pace of the game. This could also be made optional in the game setup process. (slidebar with Logistics to either Basic or Advanced) for those that prefer a faster paced game.
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