A common problem of 4X games is that initial colony/city placement can often decide the game within the first fifty turns. This leads inevitably to a game strategy of frantically pumping out as many colony ships/settlers to grab all the best sites. This can get rather repetitive to say the least, is limiting strategically, and means unassailable leads can all too quickly build up.
The solution? Limit the number of colonies available according to the players logistics ability. Not only would each colony placement become more important lending a greater depth to colonisation, but this would make sense thematically as well - if logistics needs to be researched to shove a few ships together, surely it would be needed to co-ordinate a galaxy wide federation of planets, no? |
I really like this idea, I think it is sheer brilliance... But I think a minor alteration should be made, the change would be this. You can colonise any planet you like up to your governmental logistics ability, but once you go over it the colonises suffer MASSIVE administration costs, these costs are based on the distance from the homeworld and on how many other planets are outside the logistics cover.
So for example...
A empire as 5 planets covered by the logistics...
3 planets exist outside the logistics cover
The planets range from 5 10 to 15 parsecs from the Homeworld.
The cover for the initial colony would of been only (distance x no of colonies x maintenance cost)
So say the agreed maintenance cost was +25% of normal colony costs then the cost to maintain that new colony which is the first to be colonised outside of the cover and at a range of 10 parsecs then the cost would be 10*1*maintenance+25% this is to show that maintaining a long distance colony outside of your logistics costs requires enormous resources from the homeworld to support it. All the resource need to be transported and special policing or forces or labour and equip needs to be sent to keep the colony in check.
In the above example we only covered one world, if it waws 3 worlds then the cost needs to be shifted to offset further expansion outside the cover. The cost would now be different and would increase for all colonies since resources would be stretched. So 3 colonies at 5,10,15 parsecs would cost 5*3*maintenance+25% + 10*3*maintenance+25%+ 15*3*maintenance+25%. So each colony is costing you increasingly more the more you grab.
Basically maintaining colonies outside the logistics cover should begin to cripple the entire empire. Resources, money etc would all be need to be diverted to maintain a few bordline colonies, this would make the logistics technology viable.
Now here is something you might want to consider, the ai and the player won't necessary all go for the logistics technology like the land grab. Why, well because while they are trying to achieve a better landgrabbing ability everyone else will be beefing up there industry, research, economy, weapons, invasion and speed techs. Its all well and good being able to support 10 colonies but if you can't protect them, you'll end up giving them to your enemies.
Only a fool would rush up one branch of the tech tree while their enemies are learning everything they need to kill them.
J