Idea: Research Formula
Moderators: Moleman, Kwijibo, Luna
Idea: Research Formula
This just came to mind for me within 5 mins and personally i think it is ingenious, heres a way to solve MONEY, RESEARCH and BAD colonies!!!!!
My theory:
Where the research box is at, click on the research box and instead of bringing up the Starpedia page for what researches can be developed, why not bring up a brand new window that would display a GIANT tech tree of all researches.
There will be all level 1 researches available, but it would cost either of the following: Cash amount to research, Resources cost, Or both.
___________________________________________________________________________________________
The branches are as follow:
Resource: Ore, Ane, Org, Med, Oil, Ura, Equ, Spi (lvl 1-5 each)
Military: Mil Tra, Adv Areo, Ind. Comp (lvl 1-5 each)
Colony: Chan De, Wea Pre, Adv Arc, Com Mark, Sto Mark (lvl 1-5 each)
Im missing others but thats what i can think of off of the top of my head.
Then when you click on the research, the crack team of scientists will begin researching that and there will be a time limit on when it will be completed (approx times vary depending on where the research slide is at)
Each time you want to level a research up to the next level, it would cost you double, then double again or something along those lines, and the time limit would increase each level up.
____________________________________________________________________________________________
Example:
You clicked on research and you want to further develop Ore mining, its currently at level 1 and it cost 50,000credits to research and 100 of each resource (again either one or both), you click on it it will take 1 day on 100% research and gov on directorship. BAM research is complete you want to increase to lvl 2 cost you 100,000credits to research and or 200 of each research and it would be 2 days and so on and so forth.
The limit could be the same (max 10) or it could be increased
____________________________________________________________________________________________
Reasoning: This gives a TON of flexibility between players, and the creator of the starport game.....Players can now spend all of their excess money/resources on researches, instead of having to take chances on research and have stagnant planets, wasting time to develop a planet and redevelop it if it sux from the start. If the creator did impliment this he would save the game from being totally decimated by researches and colonies can be once more in the hands of colony developers and not in the hands of chance.....Im really serious about this idea, this would really shape the game back to becoming playable again.....i need you players to really consider this idea and help me to help save this game from utter demise like i am reading all over the forums.....VOTE NOW!!!!
Another possible feature, on rebangs the prices of the researches could be reduced by 1/2 to compensate for shortened time.
My theory:
Where the research box is at, click on the research box and instead of bringing up the Starpedia page for what researches can be developed, why not bring up a brand new window that would display a GIANT tech tree of all researches.
There will be all level 1 researches available, but it would cost either of the following: Cash amount to research, Resources cost, Or both.
___________________________________________________________________________________________
The branches are as follow:
Resource: Ore, Ane, Org, Med, Oil, Ura, Equ, Spi (lvl 1-5 each)
Military: Mil Tra, Adv Areo, Ind. Comp (lvl 1-5 each)
Colony: Chan De, Wea Pre, Adv Arc, Com Mark, Sto Mark (lvl 1-5 each)
Im missing others but thats what i can think of off of the top of my head.
Then when you click on the research, the crack team of scientists will begin researching that and there will be a time limit on when it will be completed (approx times vary depending on where the research slide is at)
Each time you want to level a research up to the next level, it would cost you double, then double again or something along those lines, and the time limit would increase each level up.
____________________________________________________________________________________________
Example:
You clicked on research and you want to further develop Ore mining, its currently at level 1 and it cost 50,000credits to research and 100 of each resource (again either one or both), you click on it it will take 1 day on 100% research and gov on directorship. BAM research is complete you want to increase to lvl 2 cost you 100,000credits to research and or 200 of each research and it would be 2 days and so on and so forth.
The limit could be the same (max 10) or it could be increased
____________________________________________________________________________________________
Reasoning: This gives a TON of flexibility between players, and the creator of the starport game.....Players can now spend all of their excess money/resources on researches, instead of having to take chances on research and have stagnant planets, wasting time to develop a planet and redevelop it if it sux from the start. If the creator did impliment this he would save the game from being totally decimated by researches and colonies can be once more in the hands of colony developers and not in the hands of chance.....Im really serious about this idea, this would really shape the game back to becoming playable again.....i need you players to really consider this idea and help me to help save this game from utter demise like i am reading all over the forums.....VOTE NOW!!!!
Another possible feature, on rebangs the prices of the researches could be reduced by 1/2 to compensate for shortened time.
Last edited by Thavy on Sat Jan 12, 2008 2:54 pm, edited 1 time in total.
- Freakazoid
- Posts: 448
- Joined: Mon Feb 05, 2007 8:48 pm
- Location: Neverwhere
I just started playing again recently, and was a little upset by the fact that you could possibly build up a 10+k planet (without having yet fully grasped the "new" planet dynamics) and find that, because of a bad luck of the draw on research, the planet is bound to die, or will need constant monitoring.
You're telling me that a planet full of people can't figure out how to take care of themselves without having to have constant deliveries? Being able to choose the research that properly compliments a particular planet type would be a great leap forward for planet stability. Adding a premium to the capability of picking and choosing research is a good idea, although free random research should still be made available.
You're telling me that a planet full of people can't figure out how to take care of themselves without having to have constant deliveries? Being able to choose the research that properly compliments a particular planet type would be a great leap forward for planet stability. Adding a premium to the capability of picking and choosing research is a good idea, although free random research should still be made available.
That would lead to cookie-cutter colonies, which Toonces has expressly been trying to aviod for the last - I don't know - while. There'd need to be some trade-off; some researches have a chance to fail and you can't choose them again, for example.
Also, I wouldn't like to have to go back to my colony and click something every time they complete a tech, and nor would I be fond have pouring cash into the colony if I were playing a game with limited resources.
By the way, the turret building tech is Industrial Complex, and you missed Stock Market.
Also, I wouldn't like to have to go back to my colony and click something every time they complete a tech, and nor would I be fond have pouring cash into the colony if I were playing a game with limited resources.
By the way, the turret building tech is Industrial Complex, and you missed Stock Market.
It wouldn't promote cookie cutter anything, just increase the odds for it not to suck. Like if i want strip mining on my earthlike, all i can do is give a boost to harvesting, which gives me a 1/6 chance of getting anything good, and i'd be running a 1/3 chance of getting spice mining (useless) or bacterial farming (disaster). So I don't see it as unbalanced.
- Talak.Winstar
- Posts: 2392
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- cruzerall454
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- Eternus101
- Posts: 21
- Joined: Mon Jan 14, 2008 8:47 pm
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I appologise this is very long but this is the breakdown i was suggesting, these are not permenant these can be adjusted accordingly
C: cash R: resources T: time till completion N: none
M:metal A:anerobes Me:medicine Org:organics O:oil U:uranium E:equipment S:spice
(Note: i redid this because i noticed it was majorly too long) it will be first level and last level only (doubles for cash, multiples of 2x for time, and 50 or 100 increases for resources)
Resources:
Strip Mining -
Level 1:C: 20,000 R: N T: 2 hours
Level 5:C:320,000 R: N T: 10 hours
Bacteria Farming -
Level 1:C: 20,000 R: N T: 2 hours
Level 5:C:320,000 R: N T: 10 hours
Native Plants -
Level 1:C: 20,000 R: N T: 2 hours
Level 5:C:320,000 R: N T: 10 hours
Geothermal Refrigeration -
Level 1:C: 20,000 R: N T: 2 hours
Level 5:C:320,000 R: N T: 10 hours
Drilling -
Level 1:C: 20,000 R: N T: 2 hours
Level 5:C:320,000 R: N T: 10 hours
Spectroscopes -
Level 1:C: 20,000 R: N T: 2 hours
Level 5:C:320,000 R: N T: 10 hours
Advanced Engineering -
Level 1:C: 20,000 R: N T: 2 hours
Level 5:C:320,000 R: N T: 10 hours
Spice Mining -
Level 1:C: 20,000 R: N T: 2 hours
Level 5:C:320,000 R: N T: 10 hours
Resources are a lesser of the other researches although equally important, they are only meant for profit gain and nothing more. The prices are estimated accordingly.
Military:
Advanced Aerodynamics -
Level 1: C: 50,000 R: M/100 U/50 E/50 T: 2 hours
Level 5: C:800,000 R: M/500 U/250 E/250 T: 10 hours
Industrial Complex -
Level 1: C:75,000 R: M/100 U/50 E/50 T: 2 hours
Level 5: C: 1,200,000 R: M/500 U/250 E/250 T: 10 hours
Military Tradition -
Level 1: C: 100,000 R: M/100 U/50 E/50 T: 2 hours
Level 5: C: 1,600,000 R: M/500 U/250 E/250 T: 10 hours
The reason for the major cost for the military research is because these are the most desiered out of all the researches especially military tradition....If you want to protect your colony, it must be worth every penny.
Colonial:
Weather Prediction -
Level 1: C: 15,000 R: Me/100 Org/100 T: 2 hours
Level 5: C: 240,000 R: Me/500 Org/500 T: 10 hours
Channel Descrambling -
Level 1: C: 10,000 R: A/100 O/50 T: 2 hours
Level 5: C: 160,000 R: A/500 O/250 T: 10 hours
Stock Market -
Level 1: C: 25,000 R: A/50 Me/50 Org/50 O/50 T: 2 hours
Level 5: C: 400,000 R: A/250 Me/250 Org/250 O/250 T: 10 hours
Commodities Market -
Level 1: C: 25,000 R: A/50 Me/50 Org/50 O/50 T: 2 hours
Level 5: C: 400,000 R: A/250 Me/250 Org/250 O/250 T: 10 hours
Advanced Architecture -
Level 1: C: 5,000 R: M/50 O/50 S/50 T: 2 hours
Level 5: C: 80,000 R: M/250 O/250 S/250 T: 10 hours
The reason for these researches being cheaper, is because they are colony aides, they help develop the colony alot faster and more efficiently. plus Commodities market helps clean up the excess resources.
Another thing, The time it takes to research each level it is on 100% research (with no directorship) *example: Advanced Architecture lvl 1 would take 2 hours to complete on 100% research not counting directorship bonus, and the time would go up for a lesser percentage*
the time it takes to complete colonial researches is shown as well, if any questions or criticisim please reply
C: cash R: resources T: time till completion N: none
M:metal A:anerobes Me:medicine Org:organics O:oil U:uranium E:equipment S:spice
(Note: i redid this because i noticed it was majorly too long) it will be first level and last level only (doubles for cash, multiples of 2x for time, and 50 or 100 increases for resources)
Resources:
Strip Mining -
Level 1:C: 20,000 R: N T: 2 hours
Level 5:C:320,000 R: N T: 10 hours
Bacteria Farming -
Level 1:C: 20,000 R: N T: 2 hours
Level 5:C:320,000 R: N T: 10 hours
Native Plants -
Level 1:C: 20,000 R: N T: 2 hours
Level 5:C:320,000 R: N T: 10 hours
Geothermal Refrigeration -
Level 1:C: 20,000 R: N T: 2 hours
Level 5:C:320,000 R: N T: 10 hours
Drilling -
Level 1:C: 20,000 R: N T: 2 hours
Level 5:C:320,000 R: N T: 10 hours
Spectroscopes -
Level 1:C: 20,000 R: N T: 2 hours
Level 5:C:320,000 R: N T: 10 hours
Advanced Engineering -
Level 1:C: 20,000 R: N T: 2 hours
Level 5:C:320,000 R: N T: 10 hours
Spice Mining -
Level 1:C: 20,000 R: N T: 2 hours
Level 5:C:320,000 R: N T: 10 hours
Resources are a lesser of the other researches although equally important, they are only meant for profit gain and nothing more. The prices are estimated accordingly.
Military:
Advanced Aerodynamics -
Level 1: C: 50,000 R: M/100 U/50 E/50 T: 2 hours
Level 5: C:800,000 R: M/500 U/250 E/250 T: 10 hours
Industrial Complex -
Level 1: C:75,000 R: M/100 U/50 E/50 T: 2 hours
Level 5: C: 1,200,000 R: M/500 U/250 E/250 T: 10 hours
Military Tradition -
Level 1: C: 100,000 R: M/100 U/50 E/50 T: 2 hours
Level 5: C: 1,600,000 R: M/500 U/250 E/250 T: 10 hours
The reason for the major cost for the military research is because these are the most desiered out of all the researches especially military tradition....If you want to protect your colony, it must be worth every penny.
Colonial:
Weather Prediction -
Level 1: C: 15,000 R: Me/100 Org/100 T: 2 hours
Level 5: C: 240,000 R: Me/500 Org/500 T: 10 hours
Channel Descrambling -
Level 1: C: 10,000 R: A/100 O/50 T: 2 hours
Level 5: C: 160,000 R: A/500 O/250 T: 10 hours
Stock Market -
Level 1: C: 25,000 R: A/50 Me/50 Org/50 O/50 T: 2 hours
Level 5: C: 400,000 R: A/250 Me/250 Org/250 O/250 T: 10 hours
Commodities Market -
Level 1: C: 25,000 R: A/50 Me/50 Org/50 O/50 T: 2 hours
Level 5: C: 400,000 R: A/250 Me/250 Org/250 O/250 T: 10 hours
Advanced Architecture -
Level 1: C: 5,000 R: M/50 O/50 S/50 T: 2 hours
Level 5: C: 80,000 R: M/250 O/250 S/250 T: 10 hours
The reason for these researches being cheaper, is because they are colony aides, they help develop the colony alot faster and more efficiently. plus Commodities market helps clean up the excess resources.
Another thing, The time it takes to research each level it is on 100% research (with no directorship) *example: Advanced Architecture lvl 1 would take 2 hours to complete on 100% research not counting directorship bonus, and the time would go up for a lesser percentage*
the time it takes to complete colonial researches is shown as well, if any questions or criticisim please reply
Last edited by Thavy on Fri Feb 01, 2008 4:06 am, edited 2 times in total.
not sure toonces will go with pick joor researches... but perhaps, research could be influnced by government, and workforce allocation... so...
if you have peeps in military and research... you will prolly get a military tech. while if you have people constructing while researching... it would be more likely for you to get advanced architecture... with harvesting, you increase the chance of harvesting tech.
with a democracy... you would prolly research something free-tradeish... like commoties or stock market... while socialism would prolly give researches that increased the resources the colony lacks... while directorship would prolly increase the chances of researches that start with "advanced"...
maybe... sort of thing.... ish...
if you have peeps in military and research... you will prolly get a military tech. while if you have people constructing while researching... it would be more likely for you to get advanced architecture... with harvesting, you increase the chance of harvesting tech.
with a democracy... you would prolly research something free-tradeish... like commoties or stock market... while socialism would prolly give researches that increased the resources the colony lacks... while directorship would prolly increase the chances of researches that start with "advanced"...
maybe... sort of thing.... ish...
[quote="Lev"]
You're telling me that a planet full of people can't figure out how to take care of themselves without having to have constant deliveries? Being able to choose the research that properly compliments a particular planet type would be a great leap forward for planet stability. Adding a premium to the capability of picking and choosing research is a good idea, although free random research should still be made available.[/quote]
I gotta agree here, I mean thinking real world and all if *I* was in charge of a planet that NEEDED Organics to survive I would sure as hell be investing ALL my efforts into making more organics. I get that each planet is different and that is a good thing, so cap it at say a random level per planet. THIS Arctic went to L2 drilling, but that one to L4. You can effort the next level, and it will cost you time, but if it fails then that path is maxed out.
I have an arctic to L5 drilling so oil is now good, btu the other one has a L4 commodities market, swell, I can't even buy the oil I need, btu can sell the excess ore for pennies on the dollar...
You're telling me that a planet full of people can't figure out how to take care of themselves without having to have constant deliveries? Being able to choose the research that properly compliments a particular planet type would be a great leap forward for planet stability. Adding a premium to the capability of picking and choosing research is a good idea, although free random research should still be made available.[/quote]
I gotta agree here, I mean thinking real world and all if *I* was in charge of a planet that NEEDED Organics to survive I would sure as hell be investing ALL my efforts into making more organics. I get that each planet is different and that is a good thing, so cap it at say a random level per planet. THIS Arctic went to L2 drilling, but that one to L4. You can effort the next level, and it will cost you time, but if it fails then that path is maxed out.
I have an arctic to L5 drilling so oil is now good, btu the other one has a L4 commodities market, swell, I can't even buy the oil I need, btu can sell the excess ore for pennies on the dollar...
Here is the cleaned up summary. Hopefully it is easier to read and less of a pain for all
Where the research box is at, click on the research box and instead of bringing up the Starpedia page for what researches can be developed, why not bring up a brand new window that would display a GIANT tech tree of all researches.
There will be all level 1 researches available and it would cost either of the following: Cash amount, Resources cost, time or all of the above.
___________________________________________________________________________________________
The tech tree is as follows:
Resource: Strip Mining, Bacteria Farming, Geothermal Refrigeration, Native Plants, Drilling, Spectroscopes, Advanced Engineering, Spice Mining (lvl 1-5 each)
Military: Military Tradition, Advanced Areodynamics, Industrial Complex (lvl 1-5 each)
Colony: Channel Descrambling, Weather Prediction, Advanced Architecture, Commodities Market, Stock Market (lvl 1-5 each)
Each time you want to level a research up to the next level, it would cost you double, then double again or something along those lines, and the time limit would increase each level up.
Research Tree:
C: cash R: resources T: time till completion N: none
M:metal A:anerobes Me:medicine Org:organics O:oil U:uranium E:equipment S:spice
Resources:
Strip Mining, Bacteria Farming, Native Plants, Geothermal Refrigeration, Drilling, Spectroscopes, Advanced Engineering, Spice Mining:
Level 1:C: 20,000 R: N T: 2 hours
Level 5:C:320,000 R: N T: 10 hours
This is what requirements are for all resource researches Resources are a lesser of the other researches although equally important, they are only meant for profit gain and nothing more.
Military:
Advanced Aerodynamics -
Level 1: C: 50,000 R: M/100 U/50 E/50 T: 2 hours
Level 5: C:800,000 R: M/500 U/250 E/250 T: 10 hours
Industrial Complex -
Level 1: C:75,000 R: M/100 U/50 E/50 T: 2 hours
Level 5: C: 1,200,000 R: M/500 U/250 E/250 T: 10 hours
Military Tradition -
Level 1: C: 100,000 R: M/100 U/50 E/50 T: 2 hours
Level 5: C: 1,600,000 R: M/500 U/250 E/250 T: 10 hours
Military research is expensive because it is the most important thing a colony could attain, it is invaluable as much as it it useful. you want to simplify defending your colony, it will cost you to do so.
Colonial:
Weather Prediction -
Level 1: C: 15,000 R: Me/100 Org/100 T: 2 hours
Level 5: C: 240,000 R: Me/500 Org/500 T: 10 hours
Channel Descrambling -
Level 1: C: 10,000 R: A/100 O/50 T: 2 hours
Level 5: C: 160,000 R: A/500 O/250 T: 10 hours
Stock Market -
Level 1: C: 25,000 R: A/50 Me/50 Org/50 O/50 T: 2 hours
Level 5: C: 400,000 R: A/250 Me/250 Org/250 O/250 T: 10 hours
Commodities Market -
Level 1: C: 25,000 R: A/50 Me/50 Org/50 O/50 T: 2 hours
Level 5: C: 400,000 R: A/250 Me/250 Org/250 O/250 T: 10 hours
Advanced Architecture -
Level 1: C: 5,000 R: M/50 O/50 S/50 T: 2 hours
Level 5: C: 80,000 R: M/250 O/250 S/250 T: 10 hours
The reason for these researches being cheaper, is because they are colony aides, they help develop the colony alot faster and more efficiently. plus Commodities market helps clean up the excess resources.
Note: research times are estimated by research being at 100% without directorship govenment usage. the lower the percentage, the longer it will take to complete the research
____________________________________________________________________________________________
Hopefully this is cleaned up enough to where players dont have to sift through all the words.
Another possible feature, on rebangs the prices of the researches could be reduced by 1/2 to compensate for shortened time.
Where the research box is at, click on the research box and instead of bringing up the Starpedia page for what researches can be developed, why not bring up a brand new window that would display a GIANT tech tree of all researches.
There will be all level 1 researches available and it would cost either of the following: Cash amount, Resources cost, time or all of the above.
___________________________________________________________________________________________
The tech tree is as follows:
Resource: Strip Mining, Bacteria Farming, Geothermal Refrigeration, Native Plants, Drilling, Spectroscopes, Advanced Engineering, Spice Mining (lvl 1-5 each)
Military: Military Tradition, Advanced Areodynamics, Industrial Complex (lvl 1-5 each)
Colony: Channel Descrambling, Weather Prediction, Advanced Architecture, Commodities Market, Stock Market (lvl 1-5 each)
Each time you want to level a research up to the next level, it would cost you double, then double again or something along those lines, and the time limit would increase each level up.
Research Tree:
C: cash R: resources T: time till completion N: none
M:metal A:anerobes Me:medicine Org:organics O:oil U:uranium E:equipment S:spice
Resources:
Strip Mining, Bacteria Farming, Native Plants, Geothermal Refrigeration, Drilling, Spectroscopes, Advanced Engineering, Spice Mining:
Level 1:C: 20,000 R: N T: 2 hours
Level 5:C:320,000 R: N T: 10 hours
This is what requirements are for all resource researches Resources are a lesser of the other researches although equally important, they are only meant for profit gain and nothing more.
Military:
Advanced Aerodynamics -
Level 1: C: 50,000 R: M/100 U/50 E/50 T: 2 hours
Level 5: C:800,000 R: M/500 U/250 E/250 T: 10 hours
Industrial Complex -
Level 1: C:75,000 R: M/100 U/50 E/50 T: 2 hours
Level 5: C: 1,200,000 R: M/500 U/250 E/250 T: 10 hours
Military Tradition -
Level 1: C: 100,000 R: M/100 U/50 E/50 T: 2 hours
Level 5: C: 1,600,000 R: M/500 U/250 E/250 T: 10 hours
Military research is expensive because it is the most important thing a colony could attain, it is invaluable as much as it it useful. you want to simplify defending your colony, it will cost you to do so.
Colonial:
Weather Prediction -
Level 1: C: 15,000 R: Me/100 Org/100 T: 2 hours
Level 5: C: 240,000 R: Me/500 Org/500 T: 10 hours
Channel Descrambling -
Level 1: C: 10,000 R: A/100 O/50 T: 2 hours
Level 5: C: 160,000 R: A/500 O/250 T: 10 hours
Stock Market -
Level 1: C: 25,000 R: A/50 Me/50 Org/50 O/50 T: 2 hours
Level 5: C: 400,000 R: A/250 Me/250 Org/250 O/250 T: 10 hours
Commodities Market -
Level 1: C: 25,000 R: A/50 Me/50 Org/50 O/50 T: 2 hours
Level 5: C: 400,000 R: A/250 Me/250 Org/250 O/250 T: 10 hours
Advanced Architecture -
Level 1: C: 5,000 R: M/50 O/50 S/50 T: 2 hours
Level 5: C: 80,000 R: M/250 O/250 S/250 T: 10 hours
The reason for these researches being cheaper, is because they are colony aides, they help develop the colony alot faster and more efficiently. plus Commodities market helps clean up the excess resources.
Note: research times are estimated by research being at 100% without directorship govenment usage. the lower the percentage, the longer it will take to complete the research
____________________________________________________________________________________________
Hopefully this is cleaned up enough to where players dont have to sift through all the words.
Another possible feature, on rebangs the prices of the researches could be reduced by 1/2 to compensate for shortened time.
i think the fact that you only get ten researches, and they are almost random, is an important part of the game.
Without these researches, colonies would have nothing to distinguish them from another. Who wants to invade the same colony over and over again? at least now you occasionally find something you dont see every day.
Without these researches, colonies would have nothing to distinguish them from another. Who wants to invade the same colony over and over again? at least now you occasionally find something you dont see every day.
- invaderzim
- Posts: 216
- Joined: Wed Jul 09, 2008 3:36 pm
just a thought, but to keep it kinda random for toonces and other nay-sayers, AND give us some ability to choose, how bout if we can pick up to 5 of the researchs, and rest are random. that way we can get 5 lvl 1s we like, and hope they level up, or get your absolute favorite research lvl 5, or any other combination. i think this is a good idea, because it gives a bit more control to the owner, while still keeping an aspect of randomness.
hmm, sounds good, cuz the randomness is kinda what keeps it fun:/invaderzim wrote:just a thought, but to keep it kinda random for toonces and other nay-sayers, AND give us some ability to choose, how bout if we can pick up to 5 of the researchs, and rest are random. that way we can get 5 lvl 1s we like, and hope they level up, or get your absolute favorite research lvl 5, or any other combination. i think this is a good idea, because it gives a bit more control to the owner, while still keeping an aspect of randomness.
change: u choose wat TYPE of research
u no the buttons: discoveries/enviorment
if u click on discoveires, it wil ask u: military, harvest, infrastructure
military is for anything military related(duh)
harvest is for anything that has to do with resources etc.
and infrastructure is for morale, commodoties market, pop, stock market, etc
i think this makes it not COMPLETLLY u choose, but u have a choice to make ur col a military oriented col, a col mde to supplly ur other cols when u build or a xp/money making col, how yu like idea? if someoen lieks it i am making a topic sorri for any mistypeing i did today, i dont have much time
u no the buttons: discoveries/enviorment
if u click on discoveires, it wil ask u: military, harvest, infrastructure
military is for anything military related(duh)
harvest is for anything that has to do with resources etc.
and infrastructure is for morale, commodoties market, pop, stock market, etc
i think this makes it not COMPLETLLY u choose, but u have a choice to make ur col a military oriented col, a col mde to supplly ur other cols when u build or a xp/money making col, how yu like idea? if someoen lieks it i am making a topic sorri for any mistypeing i did today, i dont have much time
- invaderzim
- Posts: 216
- Joined: Wed Jul 09, 2008 3:36 pm
boy an old idea brought back from the dead.
If my memory serves me correctly it goes like this:
Military
Harvest
Planetary
You decide to research strip mining, you would aquire lvl 1 after meeting some of the prerequisites, then if you wanted weather prediction, you would switch it and meet the prerequisistes, and then have lvl 1 weather prediction, so you would have used up 2/10 researches, then you could go back to harvest and gain strip mining lvl 2 and meets its prerequisistes, and then have strip mining lvl 2.
i believe that answers your question.
If my memory serves me correctly it goes like this:
Military
Harvest
Planetary
You decide to research strip mining, you would aquire lvl 1 after meeting some of the prerequisites, then if you wanted weather prediction, you would switch it and meet the prerequisistes, and then have lvl 1 weather prediction, so you would have used up 2/10 researches, then you could go back to harvest and gain strip mining lvl 2 and meets its prerequisistes, and then have strip mining lvl 2.
i believe that answers your question.