Expanding the Civilian Logistics System

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

Moderators: Icemania, elliotg

User avatar
Keston
Posts: 300
Joined: Thu May 06, 2010 11:19 pm

RE: Expanding the Civilian Logistics System

Post by Keston »

ORIGINAL: taltamir

Half of these are basically "food and water"... those are abstracted at the moment... it would be quite a lot of work to add them and balance them... I can see why you would want it. I see no reason to separate then into a ton of different types (meat, grain, flora, fauna, etc)... to produce food you MUST be able to produce large amounts of plant matter, and then you can easily use that to produce meat, etc. So all you really need is enough water, sunlight, and some gasses (oxygen, nitrogen, etc). for large scale production you obviously want a planet that provides all of the conditions (ideal temp, ideal light amounts, ideal water amounts, etc etc)

Tied together with the issue of energy - energy to create food or create water and energy to transport it - and the argument is almost all non-luxury food and water production and consumption in the DW universe (with linear energy consumption to distance) occurs on-planet, or at least in-system, though costs will vary and there will be minerals, tools, seeds, etc. which are high value and will be transported.
Dadekster
Posts: 141
Joined: Sun Apr 18, 2010 6:38 pm

RE: Expanding the Civilian Logistics System

Post by Dadekster »

I like the idea of asbtracting a lot of things in this game, but at some point so much is abstracted I wonder what I am playing in the game, especially with the lack of feedback in some of the game aspects. Not sure that makes sense? But I think this is why many people post the suggestions they do. They would like more interaction in some of the game play parts such as the economy, diplomacy, espionage, ship design (which has been improved already) etc. That's my take on it at least.
Bartje
Posts: 308
Joined: Tue Apr 27, 2010 6:48 pm
Location: Netherlands
Contact:

RE: Expanding the Civilian Logistics System

Post by Bartje »

Perhaps abstraction is fine as long as we are given a way to influence the abstraction formula?
 
That way it feels less abstract.
 
 
If the formula tracks steel production for example can be influenced on a system that simulates refinement and other factors then it will feel less abstract and far more plausible.
 
This way you would also have less to add and far less coding work on the AI.
 
 
User avatar
Keston
Posts: 300
Joined: Thu May 06, 2010 11:19 pm

RE: Expanding the Civilian Logistics System

Post by Keston »

I agree feedback is important. We like to know that the choices we make matter, and the result. In the resource area - is a resource in shortage? How do we know? We must think to check and sort the resources table - our advisors want to start wars but don't tell us about resource problems, causes and solutions, that we can set up a mine, or capture an enemy world to fix it.
User avatar
Shark7
Posts: 7936
Joined: Tue Jul 24, 2007 4:11 pm
Location: The Big Nowhere

RE: Expanding the Civilian Logistics System

Post by Shark7 »

ORIGINAL: Keston

I agree feedback is important. We like to know that the choices we make matter, and the result. In the resource area - is a resource in shortage? How do we know? We must think to check and sort the resources table - our advisors want to start wars but don't tell us about resource problems, causes and solutions, that we can set up a mine, or capture an enemy world to fix it.

Would be nice if we got an advisory pop-up or message similar to: 'Ship concstuction is halted or being slowed by a shortage of steel.'

Now I know to queue up some construction ships to build mining stations at steel.
Distant Worlds Fan

'When in doubt...attack!'
Bartje
Posts: 308
Joined: Tue Apr 27, 2010 6:48 pm
Location: Netherlands
Contact:

RE: Expanding the Civilian Logistics System

Post by Bartje »

Exactly! Right now the game seems to assume you're like the AI; omnipotent in matters of state [:D]


Yes Minister...


I loved that show!
taltamir
Posts: 1290
Joined: Fri Apr 02, 2010 2:51 am

RE: Expanding the Civilian Logistics System

Post by taltamir »

ORIGINAL: Shark7
ORIGINAL: Keston

I agree feedback is important. We like to know that the choices we make matter, and the result. In the resource area - is a resource in shortage? How do we know? We must think to check and sort the resources table - our advisors want to start wars but don't tell us about resource problems, causes and solutions, that we can set up a mine, or capture an enemy world to fix it.

Would be nice if we got an advisory pop-up or message similar to: 'Ship concstuction is halted or being slowed by a shortage of steel.'

Now I know to queue up some construction ships to build mining stations at steel.

That is a very good idea and I approve!
I would very much like to see a notice "ship production delayed due to <resource> shortages"
in fact, I think this should be added ASAP and BEFORE any other change it made, so would could play some games with it in place to get a better feel of how things are at the moment.
I do not have a superman complex; for I am God, not Superman.
Post Reply

Return to “Distant Worlds 1 Series”