Colonization Range Limits (Full Version)

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shinobu -> Colonization Range Limits (2/3/2012 12:14:14 AM)

Anyone enforcing the new "Colonization Range Limits" rules? I know the default is 2.0 sectors, but I'd be interested in hearing people's ideas on what they think would be the best distance setting to use with this new tool... (or if you wouldn't want to use it at all and why not).




WoodMan -> RE: Colonization Range Limits (2/3/2012 12:24:06 AM)

Going to give it a test, its a really cool tool, but finding optimum distance is going to be trial and error [:D]

I imagine on a cluster galaxy you might want it bigger to go across the void, maybe in a even spread galaxy the optimum would be smaller. Not sure for my favourite Spiral, empires in the middle won't need it long, but empires on the galaxy edge might find themselves stuck if this setting is on.




ASHBERY76 -> RE: Colonization Range Limits (2/3/2012 12:27:44 AM)

I would like it restricted to 1 sector but I think it will hurt the A.I too much as it does not research new planet types based on the strategic situation and would get stuck.I am going to play with the default 2.0 and see how the A.I handles it.

My dream would be a slower colonization and exploring phase with new planets types being more relavent.I would also like to see exploring range being capped too.I would like to bumb into new races much later in the game.With the unlimited range you can explore the whole galaxy much too quick.




JCVocke -> RE: Colonization Range Limits (2/3/2012 1:14:47 AM)

I won't be using it, I am fundamentally opposed to hard limits like these because I feel it blatantly ignores the actual situation in favor of a simple, unimaginative solution.

A Superior solution would be to make new colonies require support from nearby more developed colonies, specifically requiring resources be shipped to these colonies by freighters, thus limiting your colonial development to what is supportable by your Merchant Marine. In addition, this shipping would cost money from the National Budget to pay the freighters. Make the cost also scale with the distance of the journey, and these two facts would not only limit long range colonizing, while still allowing it for truly rich and powerful empires, but will also limit the colony-ship spam which happens relatively quickly into any game with a decent number of potential colonies.

Colonies that aren't properly supported would have a chance to 'degenerate' which will see them either die out completely, or declare independence, possibly as a new Empire.

That said, right now there need to be waaaaaaaaaaaaaaaay more costs and notifications to colonizing. In a recent game I had a dead zone that I sent at least 50+ colonization ships into just so they could get eaten by the local Silvermist Infestation, which I wasn't even told about until it was several dozen Gigantic (2500+size) Mists strong.

Thanks guys, good job Killing the Galaxy.




DasTactic -> RE: Colonization Range Limits (2/3/2012 1:22:35 AM)

I like it! I tried a game in a small Ring galaxy with the slider on 1 sector and it was too short. Then ramped it up to 1.7 and it still didn't quite let me reach the ring sectors but it made access interesting. I'm trying a small galaxy with just random star placement and 1.7 works very well at that scale.

What I really like about this is that the limit allows you to grow only so big before you need to look at other possibilities. Rather than hindering strategy I think it adds to it - a lot. For example, after you have hit your natural range you then need to either:
  • Settle poor quality worlds
  • Conquer settled worlds of other players; or
  • Research other colonisation tech.
All good stuff. :)





scotten_usa -> RE: Colonization Range Limits (2/3/2012 1:58:38 AM)

quote:

ORIGINAL: JCVocke
Thanks guys, good job Killing the Galaxy.


Sometimes the Aliens win! [sm=fighting0043.gif]




Nedrear -> RE: Colonization Range Limits (2/3/2012 10:22:34 AM)

Since the big grid most of the times got a lone star system or two in the lower edges, this should be the minimum distance. If no one can reach it, it seems useless. As for the maximum distance, it should be modable per race. If I have to give it a maximum per se, I would go for ... 10000 lightyears (approximetly 1/10 of a galactic diameter) on a 15x15 grid. This means 1,5. After all you have to supply this planet until it is self sustaining - paying taxes. Though I always play with maximum star systems in a regular galaxy. If you use less, this will be a very hard game. In the worst case I will go up to 1/5, meaning 20000 lightyears and 3.




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