Here is a preview pic of the next update. Maybe you can use that for inspiration.![]()

I'll definetly have to look at it.
Here is a preview pic of the next update. Maybe you can use that for inspiration.![]()
ahriman said:Hmm. I do worry that with the current system it is too easy for the first to get to offworld trade to monopolize all the good resources.
How about a combination?
a) Limit Landing stage to a national limit of 4. (And remove landing stage as a building requirement for other buildings if any).
b) Have three classes of resources: URUs, Major import resources, minor import resources.
Have each civ that is eligible for a URU (Corrino and Ix atm) automatically get that as their first resource. (Otherwise the AI might screw up and not get it if it picks 4 other resources, and the human player can strategically delay the resource to their 4th pick getting others first, knowing no-one else can take their one.)
Have the major import resources like the +2 luxury goods are now. These provide 3 copies and only 1 contract is allowed for the world.
Have the minor resources give +1 bonuses, provide 2 copies, and have 2 contracts allowed for the world. Marble would be a minor resource.
Have the AI make sure that they know that major resources are better than minor. Just hardcode the AI a preference order for its picks.
Then, once all the contracts are taken, then any additional landing stages do not give any further contracts.
So, there is still a nice bonus for the early researchers of offworld trade; you can get a bunch of the best resources, but its harder to lock out later people from still getting somethnig useful, and we don't get the craziness of 15 marble resources.
Caladanian wine could be a +1 happy minor resource. Pundi rice could be a +2 health major resource. Elacca could be a +1 happy resource. Fogwood could be a happy resource. Whale fur could be a minor happiness resource. etc.
deliverator said:I like Ahriman's ideas for limiting the number of landing stages and expanding the list of imported goods. We should also be more imaginative with the effects of offworld goods - health and happy bonuses only are a bit dull. Having them be building requirements and having amplifying buildings for some of them might be a start.
Not sure Elacca is the best for +1 happy. The main use in the book is to destroy the will of slaves in gladiatorial combat. I suggested a possible strategic use here. Now Ecaz are back in we should think about giving them some distinct trade advantages - better URs or buildings that amplify bonuses from imported goods maybe.
My suggestion is to aim small and do the following:
1. National cap of two landing stages.
2. Make sure that the URU have a higher weight so the AI will choose them first.
3. Give marble the same limit of one contract.
4. Make sure if there are no available contracts, nothing happens.
If you can give me the final dimension for the background panel I can try and make Civ unique graphics.
Ahriman said:I was a fan of making "Truthsayer cooperation" a trade good. This makes sense to me: the Bene Gesserit carefully loan out truthsayers to selected parties (or marry them), like how the Emperor has his truthsayer.
The resource could be required for building Reverend mothers, and for building a structure that boosts influence and espionage.
Are we abandoning the idea of having different pictures for each factions with a graphic of their home planet on it? I thought that was really awesome in some of the earlier concept art, though I understand it is obviously more work.
I'll make a spinning planet NIF so you can test the concept.