Some good thoughts here guys!
Keep 'em coming!
Quadhelix: some interesting ideas there. I'm intrigued about the possibility of making Hab Complexes required for size 1 bases. This way, you can impose a fixed cost per base that both ICS'ers and non-ICS'ers alike will have to pay, but of course non-ICS'ers are paying less per citizen. It might be tough for a size 1 base to build a hab complex though (even if the cost is lowered) since there's no more free mineral in the base tile. I'm a little worried about slowing the game down here. Possibly if it was made cheap enough to build immediately with the free minerals given by +Support ratings, or maybe we could just make it 0 cost (not sure if this is possible)?
Another potential problem is with the AI; will it be smart enough to build a Hab Complex before a CP? I have a feeling it will just sit there trying build a CP when the base can't grow... I guess playtesting is the only way to find out. I suppose we could always add free hab complexes to the AI faction files.
Regarding specialists, I think increasing their output is the wrong approach. As Mart pointed out, this encourages dense base spacing since you don't have to worry about finding good tiles for your workers - just make them a specialist. ICS makes good use of this fact. If anything, reducing the effectiveness of specialists would be the way to go. Another issue is that the AI is too dumb to use specialists, so making changes that promote their use will only put the AI at a greater disadvantage.
Finally, regarding Rec Tanks, I don't want to increase their output for the same reason I don't want to increase the output of the base tile itself: more bases = more base tiles = more free resources.
Mart: do you have a link to that ICS analysis? I'd be interested to see it.
I agree with your thoughts regarding specialists and base spacing. I like this:
This is at the heart of the matter, IMO. Basically, we want to change things so that, in terms of turn advantage and resource output, fewer bases for a given area > more bases in a given area.

Quadhelix: some interesting ideas there. I'm intrigued about the possibility of making Hab Complexes required for size 1 bases. This way, you can impose a fixed cost per base that both ICS'ers and non-ICS'ers alike will have to pay, but of course non-ICS'ers are paying less per citizen. It might be tough for a size 1 base to build a hab complex though (even if the cost is lowered) since there's no more free mineral in the base tile. I'm a little worried about slowing the game down here. Possibly if it was made cheap enough to build immediately with the free minerals given by +Support ratings, or maybe we could just make it 0 cost (not sure if this is possible)?
Another potential problem is with the AI; will it be smart enough to build a Hab Complex before a CP? I have a feeling it will just sit there trying build a CP when the base can't grow... I guess playtesting is the only way to find out. I suppose we could always add free hab complexes to the AI faction files.
Regarding specialists, I think increasing their output is the wrong approach. As Mart pointed out, this encourages dense base spacing since you don't have to worry about finding good tiles for your workers - just make them a specialist. ICS makes good use of this fact. If anything, reducing the effectiveness of specialists would be the way to go. Another issue is that the AI is too dumb to use specialists, so making changes that promote their use will only put the AI at a greater disadvantage.
Finally, regarding Rec Tanks, I don't want to increase their output for the same reason I don't want to increase the output of the base tile itself: more bases = more base tiles = more free resources.
Mart: do you have a link to that ICS analysis? I'd be interested to see it.
I agree with your thoughts regarding specialists and base spacing. I like this:
is it better to have 1 base covering 20 tiles than 5 bases doing the same?
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