Proposal: Outpost Cost Change
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• Page 1 of 1
Chris and me have looked at the outpost construction costs, and we propose to change them as follows:
We have decided not to change the special goods costs because that would be a strong limiting factor. Instead, we increased the tax costs to ensure that this allows those with large amounts of
to sink it somewhere instead of starting multiple projects.
These changes place the Outpost at the following repayment times (totem pole sliced because of lazy us -- I'll make a page for it later):
...
...
We did not take into account the piracy patrol cost or the trade fleet cost. But our estimates put another +8 turns on the repayment period. As you can see, the outpost
We have also reviewed the technologies associated with Outposts:
- Outpost Base: 1400
+ 800
becomes 10000
+ 800 
- Upgrade 1: 1300
+ 600
becomes 8000
+ 600 
- Upgrade 2: 1200
+ 400
becomes 6000
+ 400 
We have decided not to change the special goods costs because that would be a strong limiting factor. Instead, we increased the tax costs to ensure that this allows those with large amounts of
to sink it somewhere instead of starting multiple projects.These changes place the Outpost at the following repayment times (totem pole sliced because of lazy us -- I'll make a page for it later):
...
Outpost (full+upgrades)
: 131.43 [cost: 62100.0 labour: 2250] (@survey_duration=4)Recycling (raws/full planet)
: 141.75 [cost: 10100.0 labour: 285] (@zones=19)Outpost (full)
: 147.50 [cost: 53100.0 labour: 1800] (@survey_duration=4)Recycling (product/full planet)
: 152.63 [cost: 7250.0 labour: 190] (@zones=19)Outpost (base+upgrades)
: 162.54 [cost: 25600.0 labour: 750] (@survey_duration=4)Recycling (power/full planet)
: 164.21 [cost: 3900.0 labour: 95] (@zones=19)Outpost (base)
: 188.33 [cost: 22600.0 labour: 600] (@survey_duration=4)...
We did not take into account the piracy patrol cost or the trade fleet cost. But our estimates put another +8 turns on the repayment period. As you can see, the outpost
We have also reviewed the technologies associated with Outposts:
- Prefabrication: We propose to disable this technology until we have a replacement effect. The current implementation encourages spamming of space habitats and outposts.
- Network Centric Colonization: We propose to disable this technology until we have a replacement effect. The current implementation encourages spamming of space habitats and outposts.
- All other technologies are fine.
Seems good to me. I tried thinking up other things for techs, but got nothing.
As my faction is a producer of Superstructure Components, I am saddened by the proposition :P
This proposal looks good to me. I have no immediate proposal for the two technologies.
This proposal looks good to me. I have no immediate proposal for the two technologies.
This one's done.
4 posts (analysis)
• Page 1 of 1

