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Home » Stars! 2.6/7 » The Bar » Game idea : Gods ("Alchemy Gods"... "Tech Gods"... "Gifting Gods"... ok, just "Gods".)
Re: Game idea : Gods Wed, 06 March 2013 03:13 Go to previous messageGo to previous message
scottsch is currently offline scottsch

 
Petty Officer 1st Class

Messages: 61
Registered: September 2012
Location: Los Angeles, CA
Cool! Now I feel like I have enough info to weigh in on your questions. I like the basic idea of races having worship, rather than mines, as their way to get minerals, and remote mining being blasphemy. I'll try not to propose something completely different... which I've found is not the most fun kind of feedback. Smile

This is how I'd elaborate the idea: Players can go for a worship strategy, which is simpler, but they wind up being constrained by what the Gods give them. The Gods grant what they grant -- no bargaining. Or they can go for remote mining, in which case, the Gods shun them! Pious players get additional gifts for destroying blasphemers' remote miners.

A Gods-fearing player must spend a certain fraction of his resources worshiping (doing MA). This is in total, across all planets. If he does, he gets a gift from the Gods -- minerals proportional to resources on each planet. If not, no minerals! There is no bonus for extra MA (though I'm sure the Gods appreciate it).

The worship requirements are zero for the first few years and go up over time. Perhaps it goes up 10% every 5 years. The Gods don't just cut off their gifts, but they become increasingly demanding and harder to satisfy. Around 2435, worship should take a significant percentage of resources. By 2450, it should be incredibly hard or impossible.

The MA LRT is basically improved worship. It slows down the rate of increase of the Gods' requirements, perhaps increasing 5% every 5 years with a cap at 25%. The additional minerals inherent from the MA LRT is just a (very minor) bonus.

The amount of minerals gifted should be pretty decent -- enough so that players are fine for the early game, somewhat slowed in building factories, and then somewhat constrained in later game mineral-heavy warship building. For the host's sake, I'd suggest that players get an even split among I/B/G, though perhaps players with the MA LRT could choose or the Gods could grant minerals that seem to be needed.

For building miners, I like your delayed cutoff idea. To have the minerals shut off right away, several years before the miners start producing, would be way too hard.

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