
Would also increase relevance of other planets since their tiles get used much earlier. Making all HQ generate 2 food at is also a good idea in this direction. Lowering the initial food target would certainly make the match go faster- and I think that's actually all it takes. I agree that we should keep the "flavour" of GE, especially since I think it works already. I actually rarely use the manager when I play civ, but for this game I think I probably would use it. Also it uses lua so it's probably a nonstarter.)īasically I'm imagining something like they have in Civ, so you can set the planet to "food mode", "gold mode", "balanced mode" and it will move the workers as appropriate to try to simultaneously optimize time to next worker vs.
#Acer predator helios 300 rtx 3060 code#
(Actually in my edited version of GE I have some code to do both of these, but there's a bug I didn't fix, and I didn't touch this for a few weeks. Also, in the upper right when you mouse over a terrain, besides telling you the coordinates and terrain type, it could tell you how much food / gold it's worth (when applicable). This reduces the amount of arithmetic you have to do. So, I agree that it takes a long time to play, but I think actually the reason is that its very tedious to manage the production of every planet, and everyone has to do this for many different planets every turn, and they can't do it when it's not their turn.įor instance, in the unit bar for the HQ could be displayed the total food / gold that the planet will produce this turn, based on where all the workers are. I think the main reason is the way population works. The main problem I have with GE is that it takes a really long time to play. planets giving a gold income similar to villages (they don't already do that, do they?) using soldiers on transports to board and capture enemy ships (similar mechanics to The High Seas) I also have some other random ideas, some probably more feasible than others: You'd eventually be forced to make soldiers and shuttle them off to battle just to avoid overpopulation, so I imagine invasions would become pretty common. If you don't have enough food stored, you could have interesting effects like starvation, or maybe rebellion where they take the planet and turn it neutral (the alien side). You could then use food as a way to keep population in check: each unit consumes 1 food a turn. 8=80% chance, 1.2= 100% for the first worker, and 20% for a second. The growth rate is the chance to produce a new worker the next turn. For example, say each planet has a base 'growth rate' of. What if new workers appeared based on the number of units already present on the planet. I've been thinking of ways to revamp the population system completely, but take it with a grain of salt since these are just idle musings. As it is, I don't really get soldiers because a worker tends to be far more useful in the long term. Another advantage is that if workers weren't such a limited resource, I'd have more incentive to get enough soldiers for planetary invasions. If population growth was faster I think it would speed things up considerably. Most of my planets were sitting empty because I didn't have a population for them. In that game we started the other day, we played 4 hours and I had filled up maybe 2.5 largish planets.



So I've been thinking a bit about this and I wanted to share some ideas.
