Proposal: Outpost Cost Change

Design new game mechanics or propose new rules
Brend
Brend
Stuiter
Stuiter
Fedor
Fedor

Proposal: Outpost Cost Change

Post Brend » Sun Apr 13, 2014 3:55 pm
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Brend
 
Chris and me have looked at the outpost construction costs, and we propose to change them as follows:
  • Outpost Base: 1400 (:tax) + 800 (:superstructure-components) becomes 10000 (:tax) + 800 (:superstructure-components)
  • Upgrade 1: 1300 (:tax) + 600 (:superstructure-components) becomes 8000 (:tax) + 600 (:superstructure-components)
  • Upgrade 2: 1200 (:tax) + 400 (:superstructure-components) becomes 6000 (:tax) + 400 (:superstructure-components)

We have decided not to change the special goods costs because that would be a strong limiting factor. Instead, we increased the tax costs to ensure that this allows those with large amounts of (:tax) to sink it somewhere instead of starting multiple projects.

These changes place the Outpost at the following repayment times (totem pole sliced because of lazy us -- I'll make a page for it later):

...
Outpost (full+upgrades)
: 131.43 [cost: 62100.0 labour: 2250] (@survey_duration=4)
Recycling (raws/full planet)
: 141.75 [cost: 10100.0 labour: 285] (@zones=19)
Outpost (full)
: 147.50 [cost: 53100.0 labour: 1800] (@survey_duration=4)
Recycling (product/full planet)
: 152.63 [cost: 7250.0 labour: 190] (@zones=19)
Outpost (base+upgrades)
: 162.54 [cost: 25600.0 labour: 750] (@survey_duration=4)
Recycling (power/full planet)
: 164.21 [cost: 3900.0 labour: 95] (@zones=19)
Outpost (base)
: 188.33 [cost: 22600.0 labour: 600] (@survey_duration=4)
...

We did not take into account the piracy patrol cost or the trade fleet cost. But our estimates put another +8 turns on the repayment period. As you can see, the outpost

We have also reviewed the technologies associated with Outposts:
  • Prefabrication: We propose to disable this technology until we have a replacement effect. The current implementation encourages spamming of space habitats and outposts.
  • Network Centric Colonization: We propose to disable this technology until we have a replacement effect. The current implementation encourages spamming of space habitats and outposts.
  • All other technologies are fine.
The two noted technologies should be replaced with something else (of the same name).
Post Stuiter » Sun Apr 13, 2014 6:16 pm
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Stuiter
 
Seems good to me. I tried thinking up other things for techs, but got nothing.
Post Fedor » Mon Apr 14, 2014 11:43 am
Fedor
 
As my faction is a producer of Superstructure Components, I am saddened by the proposition :P

This proposal looks good to me. I have no immediate proposal for the two technologies.
Post Brend » Sun May 11, 2014 12:46 pm
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Brend
 
This one's done.

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