Ever expanding population?
Posted: Sat Apr 19, 2008 4:29 pm
I had a thought to make population increase be the main reason to 'explore' the universe around you in an upcoming solo game (pending I find the time). Basically, work around the fact that since the human race is continously over-populating earth, why can't it be a focus for a game.
To that end, each planet/system that had census would increase at a certain 'population increase' chosen by the player (or pick randomly: 2d6). I had thought to do it turnly, but I think for sanity sake it will be every 3 turns (quarterly). I'm thinking of making census reported into the hundredths for this game so that the low percentages don't all mash together.
Example: A player has determined 5% to be the Population growth modifier (PGM) and on his homeworld that has 10.0 census, for turn 4, his homeworld would have 10.50 census (imagine if the PGM was 12% - it's now ar 11.20 census). 10.01 is considered over 10 for overpopulation rules and the like, but the whole number of census is used for calucaling output and such.
I think the PGM would even out in time. A player that is activity exploring wouldn't have many issues on the increasing population (except the amount of possible paperwork) and would still have to buy and use colony fleets (30 EP) to move census around. Perhaps a ruling that states a system/planet with a census below 3 doesn't have to grow (too worried about survival). In this game, you couldn't make colony fleets that include census so the value that you chose for you PGM is quite important. To lower or raise your PGM could be done, but requires the completion of a direct tech research.
My current issue is since VBAM doesn't have any requirements for 'housing' population, a player could put some population on a high capacity world and never 'colonize' it (increase the productivity) and keep their population expanse under control. I guess they would eventually have to keep that population under guard to keep from rebellions, but since there isn't any productivity on the planet, it might not be a big issue (I haven't re-read the rebellion or overpopulation rules yet so it might be covered there). I was thinking about spliting productivity and housing to two separate costs, but I haven't yet figured out a way to do it cleanly.
That's my thoughts at the moment. Anyone got any insight?
-Bren
To that end, each planet/system that had census would increase at a certain 'population increase' chosen by the player (or pick randomly: 2d6). I had thought to do it turnly, but I think for sanity sake it will be every 3 turns (quarterly). I'm thinking of making census reported into the hundredths for this game so that the low percentages don't all mash together.
Example: A player has determined 5% to be the Population growth modifier (PGM) and on his homeworld that has 10.0 census, for turn 4, his homeworld would have 10.50 census (imagine if the PGM was 12% - it's now ar 11.20 census). 10.01 is considered over 10 for overpopulation rules and the like, but the whole number of census is used for calucaling output and such.
I think the PGM would even out in time. A player that is activity exploring wouldn't have many issues on the increasing population (except the amount of possible paperwork) and would still have to buy and use colony fleets (30 EP) to move census around. Perhaps a ruling that states a system/planet with a census below 3 doesn't have to grow (too worried about survival). In this game, you couldn't make colony fleets that include census so the value that you chose for you PGM is quite important. To lower or raise your PGM could be done, but requires the completion of a direct tech research.
My current issue is since VBAM doesn't have any requirements for 'housing' population, a player could put some population on a high capacity world and never 'colonize' it (increase the productivity) and keep their population expanse under control. I guess they would eventually have to keep that population under guard to keep from rebellions, but since there isn't any productivity on the planet, it might not be a big issue (I haven't re-read the rebellion or overpopulation rules yet so it might be covered there). I was thinking about spliting productivity and housing to two separate costs, but I haven't yet figured out a way to do it cleanly.
That's my thoughts at the moment. Anyone got any insight?
-Bren