If production/research is tied to the populaiton it could be that 8bil on a class 10 gives 100% production capability. and mayby 16B would be needed for a class 20 to achieve 100% of the stated MP/RP/IP/Econ Increase/other bonus. It would still be abstracted but it would REALLY make 'winning' a planetary defense hurt. If you were just leaving the minimum 8 bil from the initial colony on a Class 26 planet that you turn into a superfactory planet that pumps out dreadnaughts in 1
DLWildcat
@SeraKX Thanks! good reading there. @Wer900: I agree with you, that would be fun. There are a 101 ways to implement it, and in truth I would be happier having ANY type of way to see this info! I was just trying to think how I would make the feature as bare bones and easy to implement as possible; an information only ratio bar was what came to my mind. Would I love something more in depth? YES!!! But I will not be holding my breath.
I am out of the country and not able to play the alpha until returning. Could someone let me know if this much lusted after (by me at least) feature is being included\considered? I n GalCiv2 I would have loved to see people actually matter. No more farms and factories and labs running full tilt regardless of a
@Wer90: I am with the Pro group here. After playing GalCiv2 extensively it always seemed to be a missing part that missed races were not even given a nod. The races are so very different at the beginning of the game with the racial bonuses, yet when they join your 'empire' they suddenly become 'your' race. I haven't modded GalCiv at all but from other games here is a whiteboard level concept of how it could be done and what might come from it: A basic would b