2E Design Journal #4
Posted: Mon Apr 06, 2009 9:01 pm
After a bit of a delay, #4 has been posted here. n'joi!
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Agriculture is not defined anywhere. It is mentioned in the Biosphere definition, but that is all.Agricultural Output: The total number of foodstuffs created by the colony. It is equal to Agriculture times Biosphere
I like this concept very much.Commerce Value: This represents the amount of Commerce Income generated for those Empires that have trade links at the Colony. It is equal to an average of Economic Output, Production Output and Agricultural Output, all divided by 10. This allows planets to not be manufacturing centers but still be valuable economically.
When ag first appeared in some of our test games last year, that's was it's original purpose. However, it was fairly easy to stay ahead of your needs as originally implemented and the only real concern would be during a blockade or if one or more systems were cut off from the rest of the empire. Since 1E doesn't really support anything other than attacking those systems closest to you due to supply considerations, that never really came up either.Rainer wrote:Interesting. Any plans to require a certain Agricultural Output or somewhere census points will starve?
Yes!Charles Lewis wrote:Now with 2Es incorporation of Endurance and some related tweaks to trade, our intent is to make is more feasible to launch raiders into an enemy territory to break up trade routes and generally cause havoc.
This will be fascinating, particularly in large campaigns. Also interesting to see if it will be feasible in less than Captain level to allow some more detail without going all the way.Charles Lewis wrote:When ag first appeared in some of our test games last year, that's was it's original purpose. However, it was fairly easy to stay ahead of your needs as originally implemented and the only real concern would be during a blockade or if one or more systems were cut off from the rest of the empire. Since 1E doesn't really support anything other than attacking those systems closest to you due to supply considerations, that never really came up either.Rainer wrote:Interesting. Any plans to require a certain Agricultural Output or somewhere census points will starve?
Now with 2Es incorporation of Endurance and some related tweaks to trade, our intent is to make is more feasible to launch raiders into an enemy territory to break up trade routes and generally cause havoc. Agricultural output being needed to actually feed all your Census is likely to come back since there's a greater chance of it actually being an issue.
The current thought in relation to Agricultural Output is that an empire must have a total empire-wide Agricultural Output equal to or greater than their total Census (and likely other Infrastructure values, too -- that is still awaiting some extra testing). Should Agricultural Output drop below total Census, then the player (or CM) will be forced to trigger Morale Checks at the empire's colonies. A total number of colonies whose combined Census is greater than or equal to the Agricultural shortfall will be affected by these Morale Checks.Rainer wrote:Interesting. Any plans to require a certain Agricultural Output or somewhere census points will starve?
As far as agriculture is concerned, we used my 1E agriculture rules (originally slated for Star Charts) as a starting point, but as we streamlined the rules it became clear that we didn't want an onerous set of agriculture rules to inconvenience the rule system. That's when I came up with the idea of converting food shortages into a form of conditional Morale Checks. So long as an empire (or colony) doesn't have a food shortage, no Morale Checks are necessary.Chyll wrote:This will be fascinating, particularly in large campaigns. Also interesting to see if it will be feasible in less than Captain level to allow some more detail without going all the way.
In fact, Tyrel and I had a conversation offline about carnivores and cannibalism...MadSeason wrote:Will there be an agricultural tech advance to make feeding the population easier? Soylent Green?
As Noel hinted, we might end up with a Cannibalism trait in the Menagerie that would let you sacrifice Census outright in order to cover those pesky food shortagesMadSeason wrote:Will there be an agricultural tech advance to make feeding the population easier? Soylent Green?