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0.10 Preliminary Feature List

The Exo Market is coming along nicely, but it seemed like it would be a good idea to solicit comments for 0.10 a few extra days early, because it's going to involve some pretty dramatic changes to the galaxy map. I'm also likely going to take some extra time on this one because, as you can see below, it's hefty.

My biggest concern with the current plan is the lack of "active" tactical elements. I'm not sure how or if I should change that without massively altering the core game, but I'm open to suggestions.

Planned Changes:

New System: Incoming attacks

No more "conquer half the galaxy in one run with no consequences."

New System: Diplomacy

Giving leaders a little more personality and making it more satisfying to defeat them

New System: Planet upgrades

These will let you develop your planets instead of just taking what you find. There will also be a separate option on each to apply to all owned planets.

New System: Station upgrades

These will allow you to prioritize different ways of getting money.

UI Upgrade: Demand tribute

This is going to be the new source for data on your owned planets.

Misc Changes:

Comments

In a universe where a few weeks profit from a hotel room is enough to pay for a device that can make everyone immortal the cost-benefit of healthcare is probably somewhat better than in our world. (There's also the minor point that the modern nations with universal healthcare actually spend less on health than those that do not but this is something that definitely falls within authorial fiat).

Someone Else

A tech tree would definitely work to kinda stall progress and available furnitures. Maybe my suggestion could go toward unlockables such as bonuses toward efficiency of certains jobs/furnitures. Say +10% output from dairies etc.. glad you like the rare slaves thing btw

dslibre

Thanks all for the feedback. In some order: A "Rules Engine" is a project in and of itself, but it's on the plan, and should be capable of everything you described. It's yet another thing I plan to crib from Free Cities. Unlockables are an interesting idea, but I'm not sure about tying furniture to something as unreliable as random chance. If I end up hiding furniture behind something, it will likely be more like a tech tree. Rare slaves beyond the faction leaders are a cool idea. I think I'm going to use that. A "Genetic Engineering" upgrade that let you customize the slaves from a planet was in the initial feature list, but I had initially cut it because it got a little complex. I might add it back in though.

StationmasterDev

It would be convenient if you could set up certain conquered planets to deliver specific types of slaves as tribute. Not complete replicas, but things like, slaves from this planet will all come with larger breasts and lactate, this planet will always deliver cat-girl slaves, etc. You could rationalize that you set up a farm on that planet to raise specific types.

SadGuy

Rare slave finds would be a good addition, with unique features/abilities. For example, a lactation queen. With larger breasts than normally achievable and higher milk production. These slaves should be hard to get, which would make it exciting when you finally find one. Just an idea I thought would be cool while playing.

This all looks pretty cool. What about adding some unlockables to planet or AI empires when conquered/defeated ? Like the luxury dairy could become available after conquering an entity focused on slave dairies, or planet defenses upgrades from merc factions or better training facilities from a famous slaver planet etc. It would make sense to get better functionnalitirs for your station out of your 4x achievement instead of having most of the economic and slave training facilities available from the start.

dslibre

Will ""Make Default Assignment" checkbox on "new slave" screen" be further customized to "Default Assignment for slave based on obedience / fear" or other qualities? e.g send obedient but fearful slaves to the brothel, but keep obedient loyal slaves in your private quarters. Or if there is a stat connected to milk production have slaves that produce a lot of milk default to the dairy.

Fair point if universal healthcare means more people reach 80 after retiring at 65, less so if universal healthcare means effective immortality and makes retirement pointless.

StationmasterDev

that's quite an ambitious update you got there. you are pretty much remaking half of the game code with the list you released. however, i have a problem with teh name of one of your planet upgrades. it's a personnal opinion but i can't really agree on the properity boost of the universal healthcare upgrade. RL experience in many countries show that universal healthcare even if it does increase life expectancy and general populace hapiness, it actuallly decreases prosperity because it pushes the tax rates so high to keep up with the expenses that it kills the populace incomes with only imrouvement of wealth of the pharmacy industries.

Netscape1964


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