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Re: Game idea, realistic growth rate Sat, 29 July 2006 15:51 Go to previous messageGo to previous message
JasonC is currently offline JasonC

 
Petty Officer 2nd Class
Stars! V.I.P

Messages: 58
Registered: July 2006
Location: Arlington, MA

I've designed such a system and tried in out a few times. I call it "slow stars!".

The main requirement is that all races in the wizard must leave 4000 points unused (!)

Because of the way hab expense is calculated, there is another requirement - no immunities can be taken. They are uniformly too cheap for their balancing effect in slow stars.

Next there are some econ screen restrictions. First, the default settings are effectively 1/1000 pop efficiency, 10-20-10 factories (that's right, cost doubled, thus 5% typical return rather than 10%), and 10-10-10 mines (again, cost doubled). You are allowed to change things of course, but within the following limits -

Factory cost cannot fall below 15. The maximum factory efficiency is 1.2 rather than 1.5. Mine cost cannot fall below 7. Number operated is unrestricted.

HE requires an additional proviso, since its PGR is doubled. They therefore need to leave a variable number of points, as follows -

First balance the race to 4000 points with the PGR up at more like the "doubled" level you are aiming for. You must balance at an even PGR - 6, 8, 10 etc.

Now, reduce the PGR in the wizard by half. Pay no attention to the points. You have effectively created a balanced race equal to those of others, after your doubling. You still have only half-sized planets, however.

Now, as your HE bonus, raise the PGR from the previous step by just 1%. Not this corresponds to +2% in actual in game PGR.

You are done. Effectively, in "slow stars" the HE race gets a fixed +2% instead of double.

AR cannot really be fixed or balanced properly in "slow stars". Because its resources rise with the square root of pop rather than with pop, it enjoys too many benefits that the other -4000 point races cannot match. I recommend simply not allowing AR races in "slow stars".

Because resources are much lower, everything takes longer, space it much less restricted etc, there tend to be very long periods at the lower to middling tech levels, and it makes much more sense to invest in fleets and conquest long before maxing either space or tech.

I hope this is interesting. I'll post some sample "slow stars" races next.


Sincerely,


Jason Cawley

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