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Logistics in GalCiv 1.2
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#75
by Citizen Celeborne - 10/2/2003 10:27:59 PM
The addition of logistics would make this game better. I think the object should be not to just control the number of star bases, but also their size. This has been mentioned by others before. Look at it like this, if I have a basic star base in the sector with Sol, it would not require too much effort to keep it supplied, like our current space station.
But if I have a fully loaded base, full defense, culture, mining, etc. that is 5 sectors away that would require a major amount of freight being sent each month to keep it operating.
I feel this might be a fourth silder on the economy, which is just a subtraction. i.e if was set to 10%, then only 90% is available for normal production and research. You could over ride this by reducing it to say 5%, but then your bases should start to falling apart due to lack of maintence and even blow up if not corrected.
This could lead to some very interesting moral issues during the hard times. If there is no improvements being made at home but all the production is going to support a star base, would you be happy!!!
You could alos make it a political issue. For example why would the pacific party build military star bases in some one else's sector? This would be against what the party stands for and it should show up in the polls.
Same idea on the number of bases. If you keep building more bases the logitsic slider keeps going up so that eventually you may be spending 20, 30 or 40% of your budget on building and sending freight to the bases.
The logistic slider should be set by the computer to provide enough support to keep the bases in their current operational status, let's say 10%. If the player reduced the slider to 5% for several turns and the bases were at 90% hit points,Trade bonus, culture bonus, etc. then it was moved back to 10% the bases would stay at the 90% hit point level. In order to bring it back up to full operational status the slider would have to be moved to 15% for several turns.
I think instead of an absolute number of bases, the charge for each base would be based on distance from your star systems and the number of modules. I think the idea of having techs to improve your logitisic ability is great. I would look at it as a reducion in the amount of production required to keep you bases operational. Same effect, just a differant way of getting there.
If you really wished to make it complex, you could build in something which took into account the developement of the closest star system.. Again a well developed system would have more available to ship. This could be based the the difficult level you were playing at.
One more example, if the closest system to a base is brand spanking new it would not have the infrastructure developed to transship massive amounts of freight.
I think that Frogboy was on the right track the first time. It should take a lot of people pushing a lot of crates on to many tramp freighters to keep the star bases running.
Also just think of how prirates would love the ability to steal a tramp freighter or two as they are making their way to the star bases. Also this could be a really neat way for the weak military guy to take out the strong military force. Just keep the freighters from arriving and the star bases dissaprear.
Just an idea, which might be way too much programing for the expansion, but maybe for version 1.3?
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