(09-17-2018, 06:34 PM)Haxus Wrote:
- Quality of commodities produced at buildings would not be affected by the building's QoO.
A lot of us have been asking for this for quite a while. The whole building QL/tech doesn't make much sense anymore.
Finding new higher quality resources has felt weird because you can't really use it without also having the building quality, or at least the effect has been smaller and harder to calculate.
(09-17-2018, 06:34 PM)Haxus Wrote:
- A new empire could build the largest possible spacecraft right away.
- Spacecraft quality would be determined by the materials available to any empire.
- Technology objects would go away due to no longer serving any purpose.
This isn't really a bad thing. At least not right away.
A new technology system would have to be made, and several suggestions have been made in the past.
The hardest part is making it both somewhat location based and requiring constant maintenance.
The community has never fully agreed on what would be a good system.
The suggestion I remember having the best talks with Anr about has been some kind tech stockpiling system. You mass-produce the tech and then use it to make advanced products. At every 13 minute cycle an amount of the stockpiled tech is discarded, so you have to keep tech production constant in order to keep it high.
But as for right now short therm, I would suggest just removing the affect of building QL/tech on production, and maybe also remove tech disks and building QL totally.
Then after that you can let it all rest a little and plan out a new technology system.
(09-17-2018, 06:34 PM)Haxus Wrote:
- Media building would go away, or become a morale building, perhaps negatively affecting morale at enemy cities in its solar system.
I can think of a few new ideas for it.
For example make it a solar system wide morale bonus. But if an enemy has more mass media service jobs total than your empire, you instead get a morale penalty.