sven wrote:Technically, this is not 100% true. Right now, there's a class of population that are marked with the special "don't spawn in colony ships". This class includes Gaiads, Enfi, Threshers, and Scavengers.
sven wrote:I'm not sure if that's the best way of handling this case. I mean, from a world-building perspective, I think the reason you're getting Gremak, rather than Enfi, is that Gremak are more willing and able to serve as colonists, so it makes some sense that their population would be the one to contribute colonists, even though they're a minority. But on a pure scavenger world that somehow is functioning well enough to build colony ships, I imagine the scavenger population might well end up being used as colonists. Maybe we should have another optional boolean in the race definitions; something like "doesn't want spawn in colony ships, but can, if there's no better option"
I'm thinking that that "last resort colonist" boolean would be true for Scavengers, Algorians, Lummox, and Threshers. But false for races that are truly tied to planet, like Pell or Gaiads. It's all a little overcomplicated. But, not really hard to implement, and it would let people like Chasm, who want to make a mono-race galaxy using some unusual race, do so without fighting against the core game mechanics.
Arioch wrote:The overcomplicated way of handling the colony ship issue would be to put multiple race-specific versions in the build menu, one for each eligible race on the planet. Really, the population in the ship should be subtracted from the planet's population; it's not a huge deal in the early game, but in the late game you can churn out colony ships pretty quickly and then just unload the free pop and scrap the ships. You could create colony ships empty and make the player load population; but this would cause obvious problems with new players sending empty ships and then wondering why they can't colonize.
SilasOfBorg wrote:"<your race> has a shiny new colony ship. Colony ships start empty so you can choose whom and when to send out into the great beyond. Time to load it up!"
SirDamnALot wrote:SilasOfBorg wrote:"<your race> has a shiny new colony ship. Colony ships start empty so you can choose whom and when to send out into the great beyond. Time to load it up!"
I see a lot of D'oh! moments with empty colony ships in orbit of nice planets coming
nweismuller wrote:SirDamnALot wrote:SilasOfBorg wrote:"<your race> has a shiny new colony ship. Colony ships start empty so you can choose whom and when to send out into the great beyond. Time to load it up!"
I see a lot of D'oh! moments with empty colony ships in orbit of nice planets coming
I'd think it'd be less cumbersome to choose what species the ship is loaded with when construction commences and have it automatically withdrawn when construction completes, personally, and less prone to such facepalm moments.
mharmless wrote:I think the best way to handle this is just to build colony ships as empty by default. When the ship actually finishes building, have it load one unit of pop, of the same race it would have selected to contain under the old system, automatically. If it is unable to do so for any reason, such as lack of valid races or insufficient population, toss a notification on the right hand side about a lack of population to fill the ship. Do not have this auto-load count against the manual load/unload limits within a turn.
Unbroken wrote:mharmless wrote:I think the best way to handle this is just to build colony ships as empty by default. When the ship actually finishes building, have it load one unit of pop, of the same race it would have selected to contain under the old system, automatically. If it is unable to do so for any reason, such as lack of valid races or insufficient population, toss a notification on the right hand side about a lack of population to fill the ship. Do not have this auto-load count against the manual load/unload limits within a turn.
Pretty much this.
The early game is over way too soon right now, partially because colony ships generate pop units from thin air. As a result there's no real disadvantage against rampant colonization, short of food shortages.
Chasm wrote:A simple popup *empty colony ship, load it* would be preferred to an auto load feature. Or an option to turn OFF auto load.
Chasm wrote:Fractional population rounds down (below 250 k, if I remember right) if population drops to below 1, and on a mixed world, I might not want that. Especially if I'm producing colony ships over a scavenger world. You definitely don't want to give certain races any room to grow...
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