Seon
Not An Evil Liar
My interest in that NES would be exponentially proportional to the amount of cosmic horrors present within the game, Nutra 

My interest in that NES would be exponentially proportional to the amount of cosmic horrors present within the game, Nutra![]()
Thanks for that elaboration, nutra. As for colonies and infrastructure: Do players have a single colony or several? Before piecing together a good system, this information is obviously vital.
In a space colonization setting, colonies should be spread out and focused directly over resources specifically. That is because in the future, a spacefaring society will no doubt have master over its resources, and thus have the knowledge and tools to become the masters of otherworldly resources (though of course with a learning curve and an element of adaptation). In addition to settlements directly over areas that are of utmost efficiency to extract resources, living quarters/homes would probably attempt to efficiently use space, while including greenhouses, recreation, and other such additions. In effect, I feel like space colonies are not focused at first on the creation of culture and city, but are more focused purely on resources.
This depends, though, largely on the groups settling. You might have a religious group seeking more freedoms on a new world, or criminals escaping from their dark past. Their concern, though, would still be resources - for the religious to continue the propagation of their ideals, and for the criminal as a means of pure survival and to make a name for themselves (just to name 2 groups, others such as entrepreneurs and scientists are obvious). Colonies would probably not have a single group, too. What I'm saying is that because of spacefaring transportation technology, having a spread out colony is most prudent - cities would usually not develop necessarily around resources, but rather they would develop around transportation hubs, busy spaceports, significant geographic regions (dependent on pre-existing factors such as cultural and socio-linguistic groups), and so on. With such high-tech transportation, making a city right next to a vital resource becomes less essential.
We'll need to know why this planet. What is so special about this world. Is it like the homeworld, or is the landscape dramatically different?
Either way, I think that you should not get too specific. As in, with colonies, I would prefer to not have a pre-made list of improvements and their specific monetary value / price to construct. Too limiting. Perhaps a pre-made list is okay, but we should be able to customize. Maybe we want one colony to have a better-than-average greenhouse, more than needed defenses, or space hubs with more docking spots (sorry for the really bad string of ideas there). But we should be able to detail specifically what we want in our orders instead of have it be specifically defined for us in list-price form from the start. I just think that would be fun, and would make every colony unique in a sense.
There should more be certain aspects we need to look out for: happiness, efficiency, infrastructure, etc. - and we should discover our own ways to solve problems or make these aspects better. Examples or whatever might be nice. I dunno, just having it somewhat freeform would be kind of cool. Same goes for tech. In fact, as far as tech is concerned, shouldn't that be an Imperial endeavor? Colonists would hardly be focused on researching new ways to do things - if this is a spacefaring empire, they should know very well how to do what they need to do in creating a colony. However, using that technology is a different story. Perhaps different groups (the ones you mentioned) are more or less adept at using certain types of tech.
With any kind of colonization, resources and happiness are important and should contribute somehow to income. So perhaps the happier a colony is, the more productive it is. Making a colony happy is a tricky thing. Or, you could just be a brutal ruler of the colony, basically hiring only slaves and criminals - you would be efficient and manage to amass a fortune, but your people would be miserable (so a different way to go about things). Maybe you have a religiously zealous community and so to make them more productive you must focus on appeasing their faith.Hrm... Happiness as a factor? Interesting--and fairly doable. Perhaps a Morale/Productivity stat? Numerical or abstract 'bad-decent-good' scale is what complicates it. I think I'm leaning towards the more descriptive scale of 'b-d-g' because it's just vague enough to lend some leeway for me to insert some rebels or something despite the overall happiness being high, while at the same time not being so vague/clumsy that the player disregards the start (also advancing from 'bad' to 'decent' is much more pleasing than getting +5). I'll think on it more in terms of how happiness boosts productivity because, as you mentioned prison colonies or zealous religious conclaves can operate productively without happiness. Perhaps an 'Order' stat? A well organized colony can probably out preform a loosely organized one regardless of the happiness of either.
Your ideas for favor and perceived wealth are excellent. It would be fun to appeal to certain factions and not to others, and also fun to have our exploits be interplanetary news, thus attracting certain types of settlers.
Thanks! I'm probably going to leave the personal portrait section as it is because I think favor and perceived wealth compliment each other nicely.
Name
Owner
Colony Specialization
Output
Size
Order
Happiness
Productivity
Cultural Background
Religious Background
Military
Infrastructure
Project
Agricultural- 2 Outer, 1 Inner, 1 Transportation
Economic-1 Outer, 1 Inner, 2 Transportation
Military- 1 Outer, 2 Inner, 1 Transportation
Starlife said:How are you thinking we would settle new colonies after the initial one?
Colonies may also be created by a group to escape or who believe they need to escape persecution, abuse, neglect, etc. Such colonies generally still tend to identify with the home country
Colonies may also be created by a group to escape or who believe they need to escape persecution, abuse, neglect, etc. Such colonies generally still tend to identify with the home country, but would not be created for a specific specialization.
I.E. will you be including colonies that kind of just happen or will they all ahve to be government funded?
Well, I understand that generalization is a bit frustrating because it does frustrate the players a bit. That's why I'm allowing players to create their own buildings from scratch so that colonies are tailor-made. A Deep Sea colony can be a research one if you make the buildings for it. I'm thinking of replacing the Military-Research colony specialization with something else and freeing up research facilities so that they can be placed in any/all colonies.
I generalize some things, though, for my benefit. I know what kind of mod I am and if I get bogged down in the specifics too much then I tend to lose out on interest due to how much time it takes to do each player's stats or something. At the same time if I make things too vague then I get lost in my own vagaries and just confuse the players as well. I hope I've struck a balance with that in all of the NES' I've presented.