I've been thinking about this for a few weeks now, but to actually complete it I need to find out how many people are interested, I'm not going to make it if I'm the only one to play it, but if 10 other people are interested, it will definently get done.
I. Intro
I intened for this mod to take place between Orbital Spaceflight and Super Tensile Solids. However, instead of being on the ground, you are playing in orbit! I also intend to make it MUCH simpler game and Micromanagement wise, I shooting for 2 hours to get through a whole game
II. Proposed Changes
A. Base square
First off, I'm going to change the base sqaure production to 1/0/0 to discourage ICS. ICS makes since groundwise, humans tend to fill their enviroment, but in space with increased costs it shoudn't be practical
B. Tech Tree
Right now, I'm seeing the tech tree shrunk down to 20 or so techs with a somewhat different organization than the orgianal. (add more details later)
C. Units
Every unit in the game will now use fuel (except maybe VERY advanced ones. Between this and the increased costs of bases, I hope to see more aribases built. There will also be an empasis on crawler vechicles with lowered groth rates
D. Social Engineering
I'm going to completelty revamp the SE table. With much smaller populations (1 pop = 100 people), the need for advanced governments are diminished. Instead, I'm going to turn the top row into 4 goals: EXPLORE DISCOVER BUILD CONQUER, all available from the start of the game, I haven't decided which bonus and negative to give each yet. Also, I plan on starting all factions with say -1 growth -1 support or something like that in 2 of the frontier slots, then later up the tech tree you can swtich switch to a bonus/penalty free SE.
E. Terrafroming
I'm going to turn most of the terraform options off (boreholes in space make no sense). Now there will be three options, hydroponics labs, power transmitters, and mining stations. Between increased build time and my next change, you will be discouraged from plaing these everywhere
F. Special Resources
I want special resource squares to drive the game, whoever controls the most will have an advantage. Right now I plan on spreading 1 of each type for each faction through the (small) map, so 21 total. Should you try to grab as many as you can? Or just grab a few, get them well defended and steal a neighbor's?
G. Winning
Winning will be pretty muich the same except building the SPace Elevator will be the game winning SP.
H. Anything Else
Anything that doesn't make sense in space (WP, fungus, etc.) is getting dumped, I'm not going to try to force anything that doesn't make sense
I. Custom Factions
There will be none. In fact, I plan on sticking with the orignal 7 only. Pirates, Cyborgs, and the Cult in space sounds like a bad movie.
III. Graphics
Graphics-wise I'm set, expect this to look like a nice, proffesional mod, similar looking to galactic civilizations. The problem is cleaning up the frames of the SP movies I plan on using will take a while, and it's not worth doing if no oine is interested.
I. Intro
I intened for this mod to take place between Orbital Spaceflight and Super Tensile Solids. However, instead of being on the ground, you are playing in orbit! I also intend to make it MUCH simpler game and Micromanagement wise, I shooting for 2 hours to get through a whole game
II. Proposed Changes
A. Base square
First off, I'm going to change the base sqaure production to 1/0/0 to discourage ICS. ICS makes since groundwise, humans tend to fill their enviroment, but in space with increased costs it shoudn't be practical
B. Tech Tree
Right now, I'm seeing the tech tree shrunk down to 20 or so techs with a somewhat different organization than the orgianal. (add more details later)
C. Units
Every unit in the game will now use fuel (except maybe VERY advanced ones. Between this and the increased costs of bases, I hope to see more aribases built. There will also be an empasis on crawler vechicles with lowered groth rates
D. Social Engineering
I'm going to completelty revamp the SE table. With much smaller populations (1 pop = 100 people), the need for advanced governments are diminished. Instead, I'm going to turn the top row into 4 goals: EXPLORE DISCOVER BUILD CONQUER, all available from the start of the game, I haven't decided which bonus and negative to give each yet. Also, I plan on starting all factions with say -1 growth -1 support or something like that in 2 of the frontier slots, then later up the tech tree you can swtich switch to a bonus/penalty free SE.
E. Terrafroming
I'm going to turn most of the terraform options off (boreholes in space make no sense). Now there will be three options, hydroponics labs, power transmitters, and mining stations. Between increased build time and my next change, you will be discouraged from plaing these everywhere
F. Special Resources
I want special resource squares to drive the game, whoever controls the most will have an advantage. Right now I plan on spreading 1 of each type for each faction through the (small) map, so 21 total. Should you try to grab as many as you can? Or just grab a few, get them well defended and steal a neighbor's?
G. Winning
Winning will be pretty muich the same except building the SPace Elevator will be the game winning SP.
H. Anything Else
Anything that doesn't make sense in space (WP, fungus, etc.) is getting dumped, I'm not going to try to force anything that doesn't make sense
I. Custom Factions
There will be none. In fact, I plan on sticking with the orignal 7 only. Pirates, Cyborgs, and the Cult in space sounds like a bad movie.
III. Graphics
Graphics-wise I'm set, expect this to look like a nice, proffesional mod, similar looking to galactic civilizations. The problem is cleaning up the frames of the SP movies I plan on using will take a while, and it's not worth doing if no oine is interested.
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