I don’t often contribute suggestions on gaming communities (even when I may have them) - the fact that I am posting here is an indication of how much I enjoy this game - it’s not every day you find a slow-burn economy sim that has this much depth & thought put into it, with so much future potential!
I wanted to summarize some feedback I had during a conversation in global chat and see if anyone has anything to contribute/thoughts on the matter.
Key points:
- Planetary/governmental projects and buildings should use (or be) the same systems (Maintenance & Consumables)
- Repair should be a thing (Previous post noted)
- Storage should be a building- & contract-driven capability.
- Government interactions should be contract-driven.
I want to note - these topics can each be independent of one another (and can be addressed independently) but do lend to an intuitive and immersive experience for users if combined.
The idea that planetary projects are a unique system has two main issues.
First, it seems less immersive & intuitive. If a player must construct their own buildings that require some population in order to be staffed and degrade at a certain rate, why would government buildings not also have the same system? I realize some buildings (Chamber of Commerce) do have an upkeep cost, but this seems unnaturally derived.
Secondly, depending on the long-term goals of the planetary projects & player-owned buildings, having two separate systems seems like it might pose flexibility/maintenance issues in the future, but not having insight into the overall design might render that point moot
Maintenance & repair (as requested by the post linked above) have already been requested and would lend themselves nicely to this feature. All buildings would have some maintenance cost which, if not met, would result in decay over time. There are lots of factors that could be played with here, like scaling the cost over time, or having a minimum maintenance vs optimal maintenance tradeoff.
With these systems in place, it would be simple to derive the total upkeep for a government building - simply (Maintenance + Consumables).
Finally, the idea that storage is a government-provided facility seems a bit limiting. Players have the ability to build storage units themselves - why not offer storage space as a contract option? Going out on a limb here, if storage were provided as a contract, then using government storage could be represented by a contract with a government? This idea scales indefinitely, eventually providing the government the capability to requisition goods, request transport, and more.
One goal of these suggestions is to help streamline concepts, mainly to provide a more intuitive & immersive player experience but also in the sense that it might help unify features & facilitate/streamline further development. This coming from a fellow software developer, albeit one who has no insight into the codebase in question.