
October 13th, 2002, 09:14 AM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Proportions and Facilities
Quote:
Originally posted by Aub:
...
But you will have a bunch of non-breathable worlds, with just a couple of facility slots on each, and you need to devise a development plan for those. What, do I just forget them? Then why have upgrades at all? obviously one does not need them for breathable planets, not for a very very long time!
|
As I've said before, it's supposed to be inconvenient to build large developed colonies on inhospitable planets. One approach which seems to work well is to mainly use them for minor military bases. Resupply depot, maybe a shipyard, maybe a cargo facility and a bunch of defensive units. This will often be much more useful than trying to invest tens or hundreds of thousands of resources on expensive production facilities in a relatively weak (low unit capacity) location. Another is to just build maybe one productive facility and use upgrades on it. This seems to work relatively well, to me.
"Why have upgrades at all?" As I said before, players asked for them, and they offer a whole spectrum of different choices, which seems to me more interesting. Also, because these are all very long-term investments whose payoffs are limited compared to the whole empire's production from homeworld and trade, and the effects of fleet actions, it's not really the same sort of balance concern that production facilities are in the standard game. You can analyze the production facilities to death until you have the best possible production strategy you like, but it's not going to be hugely unbalancing, because there are many more powerful forces at work, and the simple technique of building cheap production facilities first is plenty effective, and may be the "best way" for balance purposes anyway.
Quote:
I am not trying to get rid of those less efficient ways of development. I'm simply saying they need not be done through upgrades.
If the facility upgrade cost is 100% (that is, you don't win anything by upgrading), and the Metropolis costs 65,000x3, your math still holds.
But now the plan C - "build a Metropolis right away" - will have comparable results, so I *don't have to upgrade if I decide to build a Metropolis*.
As things currently stand, *if* I want to go for a Metropolis, I *have to* upgrade. Your point that building a Metropolis may not be that efficient a strategy is true, but irrelevant
|
Well irrelevance is a matter of opinion. Sure, if I buy your supposition that I want to build a Metropolis on a planet with no pre-existing Minor Cities, I can do it more quickly by upgrading. This seems kind of reasonable, and interesting, that along the way to a Metropolis, a Minor City will appear. Proportions tries to offer a wide range of choices and perspectives, which are all valid from some perspective, with different pros and cons to choose between. They may get to be complex if you try to find the best thing to do, but you don't really have to find the best way - there are plenty of ways that are reasonable, with different trade-offs, and colonial development optimization is not, it seems to me, likely to be crucial or decisive from a play-balance perspective.
PvK
|