0.10 Preliminary Feature List
Added 2018-05-17 21:17:21 +0000 UTCThe 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."
- Rivals that you are at war with will launch attacks against your planets
- Success is determined by roll, as it is when the player attacks others
- Player will have the option to spend money fortifying planets against attack (described in more detail under planet upgrades)
New System: Diplomacy
Giving leaders a little more personality and making it more satisfying to defeat them
- Can talk to the leaders of the major corporations
- Each leader has a relationship with the player, which ranges from quiet disdain to open war
- Each leader has a unique look (augmentations, etc), and you will gain them as slaves when you take over the homeworld
- When relationship is high or PC is much stronger, rival will send money/slaves
- Gift slaves or money (improve relationship)
- Declare war
- Make peace (Success determined by random roll against relationship)
- Demand slaves/money (success chance based on relative empire size)
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.
- Basic Defense Grid: Increase defenses
- Advanced Defense Grid: Increase defenses more
- Standby Fleet: Even more
- Standing Army: Costs prosperity and happiness, increases defenses
- Business Investment: Increase prosperity, happiness, and obedience, but costs a fixed amount of money
- Sell Hunting Licenses: Decrease population/happiness, produces money
- Modest Proposal: See hunting licenses
- Thought Police: Increase obedience, decrease happiness/money
- Mercenary Occupation: See constant surveillance
- Drugged Water Supply: Increase obedience/happiness, costs money (Reaver event)
- Strict Rationing: Decreases happiness, makes inhabitants malnourished, more money
- Fitness Propaganda: Increases happiness, makes inhabitants fitter
- Universal healthcare: Increase prosperity, happiness, etc. Makes slaves older
- Carousel: Increases prosperity, decreases happiness, etc. Caps slave age at 30
- Slave Factory: Expensive to set up, increases prosperity, decreases happiness, increases obedience and population. Planet will regularly ship slaves to your station.
New System: Station upgrades
These will allow you to prioritize different ways of getting money.
- Tourist visa limit: Change tourist cap (0-100)
- Resident visa limit: Change resident cap (0-100)
- Long-range sensors: increase off-station event frequency
- Sensory Screening: decrease off-station event frequency
- Advanced Surveillance: increased slave event frequency
- Smart Training: Increase slave training speed
- Moving Services: Increased citizen migration
- Advertising campaign: Increased tourism
- Advanced repair bays: Decrease army repair time
- Drugged water supply: Increases station appeal
- Public Relations: Increase price of sold slaves
- Premium Dairy: Increase value of sold milk
UI Upgrade: Demand tribute
This is going to be the new source for data on your owned planets.
- Menu will change to "Owned bodies"
- Can now demand tribute in bulk as money or slaves
- Demanding tribute reduces prosperity slightly
- Sortable by planet stats and acquired time
- Will be able to trigger planet upgrade menu from here as well as from the galaxy map
Misc Changes:
- Planet fear decreases over time based on reputation
- Planet obedience increases over time with influence
- "Make Default Assignment" checkbox on "new slave" screen
- Planets will be displayed in events
- Progress bars on ship repair
- Planets will be color-coded at all levels of the galaxy map based on attack success probability
- Assign/sell all option from the "new slave" menus
- Tribute obedience and fear will be driven from planet obedience/fear
- Many new events centered around owned planets, and an increase in their relative frequency
- Misc UI upgrades and bugfixes for quality of life
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
2018-05-24 18:51:25 +0000 UTCA 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
2018-05-20 21:06:12 +0000 UTCThanks 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
2018-05-19 23:27:54 +0000 UTCIt 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
2018-05-19 01:08:38 +0000 UTCRare 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.
2018-05-18 13:22:23 +0000 UTCThis 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
2018-05-18 10:22:46 +0000 UTCWill ""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.
2018-05-18 06:51:20 +0000 UTCFair 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
2018-05-18 04:33:15 +0000 UTCthat'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
2018-05-18 04:11:31 +0000 UTC