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The Resources are in:

The Resources are in:

http://draginol.stardock.com/images/galciv-oct02a.jpg

There will be 5 types of resources in the game and the number of them total will depend on the size of the galaxy. We're currently thinking of it being 5 + Number of sectors in galaxy / 10. So in a 12x12 galaxy you'd have 14 + 5 = 19 of these things around.

How do they work?

Build a star base on them, and then you can add modules to mine them. Mining them will give your overall civilization bonuses in these 5 areas:

1) Economy/Manufacturing
2) Military
3) Research
4) Influence
5) Morale

We are currently debating on the overall philosophy of modules for star bases. There are 2 schools of thought on this:

Viewpoint #1: A well designed strategy game has a very finite number of choices for the user. Hence, a star base should have only 3 or so upgrades to it in a given category. This is the strategy Blizzard takes on its games. YOu can't keep upgrading your units forever.

Viewpoint #2: Allow players to upgrade as far as they want. Have lots of modules that let the player keep upgrading. Constructors are very expensive so why limit them? If someone has the ability to add 8 upgrades to their mining capability where the resource is giving them a 100% bonus to their morale ability then more power to them. To use the WC3 analogy, I would have let you keep upgrading your blacksmith shop forever or at least several times more so that if you could have the strategy of only being able to afford 1 or 2 knights but they could kick the butts of an amry of th eother guy's normal stuff.

Would be interested in hearing your thoughts on this.
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Reply #26 Top
i understand that freighters are going to increase resources for an empire if their 'route' goes through a sector with a starbase. It is interesting to postulate how this principle could be enhanced - such as with Tylans idea.

For example - Freighters docking at a starbase carrying a low quality-low value resource (ore?) could convert that into a higher quality/value resource (alloys?) or whatever the station was configured to produce.

I agree this starts to smack of micromanagement such as Railroad tycoon and accept that this is not what this game is about, but a simple stylised version could have an interesting impact on return on investment aspects for stations in terms of influence/commerce/productivity.

steevo