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Rejected What if the next ages after Titan were on a interstellar spaceship instead of planets

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Something new for the next ages and not always the same copypasta
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Summary
explore the galaxy on a spaceship
Have you looked to see if this has already been suggested?
hasnt been suggested
The interstellar spaceship would kind of be like a permanent colony that evolves through the ages, with more and more attachments and expansions and modules, as it explores new stars and planets and discovers new technologies, maybe even aliens?

what do you think

It would be the interstellar ages, starting maybe with „Interstellar: Proxima Centauri“
 
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Is anyone playing this game for Lore? xD
i mean the ages can be named uga buga, or neandertalian or dmosadasdsaddfa and it will not bother anyone

lol @ uga buga.

im not playing mainly for lore though, but id like the idea to travel through space, discover new technologies, planets, civilizations, and improve my permanent spaceship. Then it would be more than just lore
 
lol @ uga buga.

im not playing mainly for lore though, but id like the idea to travel through space, discover new technologies, planets, civilizations, and improve my permanent spaceship. Then it would be more than just lore
the only technology im am looking for in tech tree is for the best units in age :D
never thought about reading names of it or seek for logical development ;d
 

drakenridder

Overlord
Perk Creator
the only technology im am looking for in tech tree is for the best units in age :D
The only tech I would be looking for, if there'll be ever a space age reskin age: Mars worth age rushing for, are any technologies expansions, no other technology is really useful to me :eek:, not even unlocking either current age goods or units don't matter. Once one's city is well established enough and not made dependent on Alcatraz to function.
The only artificially given space tech. yielding any value to me at live, are buildings that produce credits. To fund special resources needed to grind my way to the illusive age worthy aging up beyond OF. Thus far keen eye ability and lack of any real reason to age up, beyond expansions, there's no real reason to advance any further the OF or VF, imho.
that show that lore is boring and you are not playing browser game for lore.
That shows how little value is put into ages beyond SA:M and pre-SA:M. Event buildings and cultural settlement reward buildings are all that matter now. Besides the expansions for those, naturally. It shows how little appeal ages have left as events have become so common.
 
That shows how little value is put into ages beyond SA:M and pre-SA:M. Event buildings and cultural settlement reward buildings are all that matter now. Besides the expansions for those, naturally. It shows how little appeal ages have left as events have become so common.

My idea could put value into future ages again.

How?

Because the permanent spaceship could technically work like a mixture between a permanent colony and a permanent cultural settlement (only that its a spaceship technically and graphically) with its own path of unique buildings that you can acquire for your city by the time, through research, missions and tasks.

They could even incorporate a crew which gets better as it gains experience, and through research you could unlock a captain, navigator etc etc

The main difference to existing content would be: The whole concept would stretch over several ages and thus become a long term goal.

Also the sectors that you normally conquer on planets would by substituted by modules which get added to the spaceship when you unlock them, making the spaceship grow to a huge behemoth at some time.

It would be illogical to fight or negotiate over new modules for your spaceship though. So in this case they could just pretend that one would negotiate or fight for the technology or ressources that are needed to unlock the new modules. Or even add additional costs to unlock a new module (special ressources, FP, goods and what not)
 
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drakenridder

Overlord
Perk Creator
My idea could put value into future ages again.

How?

Because the permanent spaceship could technically work like a mixture between a permanent colony and a permanent cultural settlement (only that its a spaceship technically and graphically) with its own path of unique buildings that you can acquire for your city by the time, through research, missions and tasks.

They could even incorporate a crew which gets better as it gains experience, and through research you could unlock a captain, navigator etc etc
I like your creativity and the effort put into the concept. Thought it will have to compete with events. As those are both common and money cows for Inno, it'll be very hard to offer a sufficient advantage over the reskin age: Mars saga. As it's a massive chore to getting through it. This is however not unique to your concept. It's actually what's holding back any potential decent and exciting renewable concept for post reskin ages. Besides the keen eye ability that some are strategically avoiding.
The main difference to existing content would be: The whole concept would stretch over several ages and thus become a long term goal.
The colonies are arguable also stretching out over multiple ages for a long term goal: colonising the solar system. Though keen eye ability disrupted strategical battles into casinos and special goods production and requirements into a chore. If all of those things could be fixed by you're concept, for example units immune to most offensive abilities (specifically keen eye but not blast for example) and providing a significantly better way to progress with a more fun and a renewable pattern for ages that don't feel like one massive age like OF or reskins of the first, I think it might be worth to getting through the suffering.
Also the sectors that you normally conquer on planets would by substituted by modules which get added to the spaceship when you unlock them, making the spaceship grow to a huge behemoth at some time.
That could solve the special goods grind chore. Though micromanaging several special goods exploration sides... I would suggest to make specials resources absolute after 3 ages and unlocking a special goods trader. Which trades old specials for current age special goods.
It would be illogical to fight or negotiate over new modules for your spaceship though. So in this case they could just pretend that one would negotiate or fight for the technology or ressources that are needed to unlock the new modules. Or even add additional costs to unlock a new module (special ressources, FP, goods and what not)
Could be that the space ship encountered competing sleeper ships that arrived first. To gain control over those areas it'll need to either fight or negotiate. Then a module with access to that area could be established? Or after each successful conquest either peacefully, with force or combination of such a new modular could be added when moving up an age?
 
I like your creativity and the effort put into the concept

Thanks i appreciate :)

Thought it will have to compete with events. As those are both common and money cows for Inno,

Good thought. I was also thinking whats in it for Inno if they realized that starship concept.

For me the answer could be: The cultural settlement part of the starship. Because - as i wrote -, the starship could be a permanent mixture between a colony and a cultural settlement.

My idea is, they could incorporate the cultural settlement part of the starship into the „tech lab“ of the spaceship (which would be one of the modules on the starship).

In each new age, you could solve a new tech lab project. It would technically work like a cultural settlement (including that you have to run through it several times).

But instead of placing buildings and streets (like you do in cultural settlements) you would connect Materials, place cables, place experimental constructs. They could make that graphically neat. However, for the inno devs this would require much less effort than creating a whole new cultural settlement.

The reward for each run could be a certain amount of fragments for a new 1x1 building which has decent stats (maybe +2 attack for the attacking army, + 3 defense for the attacking army, 2 goods and 1 forge point)

To get the most fragments out of one run, one has to spend: a good amount of diamonds.

Each subsequent run would be slightly harder than the previous (taking longer). So in order to get that building several times, it would take longer and longer, unless one spends more and more diamonds.

In the subsequent ages, new tech lab projects would open up, with other 1x1 buildings as rewards. (but since the tech lab is a module, it would have to be upgraded first, to have access to the new tech lab project).

Though one could only work on one tech lab project at a time.

several special goods exploration sides... I would suggest to make specials resources absolute after 3 ages and unlocking a special goods trader. Which trades old specials for current age special goods.
a special goods trader is my personal wet dream for this game, because currently AF and OF special goods are quite useless.

Could be that the space ship encountered competing sleeper ships that arrived first. To gain control over those areas it'll need to either fight or negotiate. Then a module with access to that area could be established? Or after each successful conquest either peacefully, with force or combination of such a new modular could be added when moving up an age?

I think thats exactly how they should do it.

They could really make something awesome out of it, they only need to be INNOvative and creative about it.

And after like 10 or 20 interstellar ages, the game could move on to the intergalactic era. Because by then the wormhole technology would become available for the starship.

Ive made a drawing, it shows how the starship could evolve through the ages:


Red: Interstellar - Alpha Centauri

Light Purple: Interstellar - Proxima Centauri

Turquoise: Interstellar - Barnard

Yellow: Interstellar - Luhman 16A

Light green: Interstellar - Luhman 16B

Ocre: Interstellar - Sirius

Pink: Interstellar - Tau Ceti

Dark purple - Interstellar - Gliese

Orange: Interstellar - Beetlegeuse

Brown: Interstellar - Antares

Green: Intergalactic - Andromeda

Light pink: Intergalactic - Canis Major

One final word about the various modules of the starship: each module is upgradeable. To what extent oer age, would have to be worked out by inno.

The Modules which get added to the ship throughout the ages could be

- crewquarters
- bridge
- tech lab
- Quarantaine module for captured aliens
- alien technology research module
- thrusters
- hull
- shields
- cargo array(s)
- missiles
- energy weapons
- expeditionary vehicles
- sensors
- captains quarters
- biological research
- chemical lab
 

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drakenridder

Overlord
Perk Creator
@Knight Roland your creativity is amazing. A few optional special paths to obtain special buildings from an upcoming age might be really appealing. Especially the concept of it being renewable. Personally I would suggest a temporary building, limited to 1/month. Like you've mentioned faster with diamonds. May due to those additional fragments for diamonds up to 2 temporary building/ month. The advantage for balancing is, it can be a really strong building but not game breaking as it's only active for a limited time. It being renewable as per you're concept, makes the age more competitive.

Personally I also think a special goods trader would be a better solution over grinding specials. Though due to AI core, this may have become unlikely to ever be implemented.

I like the concept of gradually expending and building up something over ages. Similar to how organically the main city used to grow and flourish through the ages. Before the events became common. Besides aesthetics each addition must reward the player with something permanent that they want to keep progressing. Personally I think this can be various things depending on player choices but mainly: special buffs, special aesthetics for the main city (to show off you're achievements and enjoying the results), etc.

Finally I think also what needs to be solved are a few things:

Uninspiring reskin: Mars ages
Solution: your concept of a gradually improving and growing space ship. Adding each new age something new and exciting

Special goods grind,
Solution: a modular where synthesisers can be constructed and AI core can boost them

Keen eye counter - to overcome the eventually (near) 100% chance for 2x damage.
Could be solved by passive buff with the first additional module offering a military advantage: AR evasion system, makes friendly units immune for keen eye
 

beelzebob666

Overlord
Pathfinder
Spoiler Poster
as drakenridder said - nice creativity :D

Overall I always felt the colonies were missing something. In my eyes the colony always should have been more isolated from the main city (similar to the settlements). Main problem with this is: how are goods supposed to work, if the thing is isolated.

The colony (interstellar spaceship in your proposal) might send "AgeXX-data" (special good of this age) to the main city and the main city might be able to produce goods based on those "data" in goods buildings (at least by those players that have not completely switched to event buildings for goods) - similar to how it currently works in the space colonies. For space constraints, maybe a research facility that acts similar to the current colony could be implemented, so that effectively there are two colonies: one for producing goods and the space ship on which a back to the roots foe city could be implemented instead of being stuffed with event buildings

The "data" could be produced in facilities, by quests or similar...

On the other hand, I highly doubt that Inno has no plans yet for the upcoming ages - I guess that Inno already is working on a new concept currently and that is the reason why we have not seen any spoilers for the next age yet (optimistic thinking I guess).

Especially as Inno just recently put quite some effort into revamping the tutorial, I doubt they intend to dump the game anytime soon.
 
You guys are forgetting the two most important items of all when talking about space ships and (deep) space exploration: fuel and engines.

Fuel is needed to travel further (and faster) the farther you get; this could be gathered mid-flight using local exploration missions to solar systems (like the current special goods gathering on province maps currently works). No fuel = no further exploration to more distant areas. Therefore fuel should replace the special goods at this stage, and the further the spaceship must go, the higher fuel consumption you may expect.

Engines are most important; if you want to go interstellar or intergalactic (as suggested above), you need to improve your engines, or build ones that are capable to achieve such travel. These could be the entry-level techs of higher ages, and extra (gateway-type) techs can then be added to split such ages in multiple parts. Also, newer/better engines may require other kinds of fuel, or refinement of the current type. For this we could need factories (either in a colony, or on the ship itself).
If other means are needed to reach higher distances (e.g. planetary slingshots to preserve fuel), then these can be reflected by the techs as well.
 
Special goods grind,
Solution: a modular where synthesisers can be constructed and AI core can boost them

was thinking about that, but @Markus Stormrider just came up with a very cool twist to that:

You guys are forgetting the two most important items of all when talking about space ships and (deep) space exploration: fuel and engines.

Fuel is needed to travel further (and faster) the farther you get; this could be gathered mid-flight using local exploration missions to solar systems (like the current special goods gathering on province maps currently works). No fuel = no further exploration to more distant areas. Therefore fuel should replace the special goods at this stage, and the further the spaceship must go, the higher fuel consumption you may expect.

This somehow made something else come to my mind: An extremely advanced engine fueled by excessively advanced fuel could make another era possible past the intergalactic one: the interdimensional era.

because then the starship could reach alternative dimensions, for example one where the ancient egyptian empire on planet earth wasnt extinguished but instead has developed into an advanced high tech culture.

or another dimension where apes have taken over civilization on earth, leaving humans locked in cages.

lol
 
got another idea: the biological research module could be used to upgrade potions.

For example the 20% attack bonus potion could be upgraded to a better version.

Upgrading a potion would work like this:

- It takes 24 hours to upgrade one potion.

- Invest any number of special goods of any age to get a chance at speeding the process up and a chance at getting a better version. The more special goods you invest, the higher the chance.

The higher the module is, the greater the amount of special ressources that you could invest into one go.
 

drakenridder

Overlord
Perk Creator
a back to the roots foe city could be implemented instead of being stuffed with event buildings
An potential way to achieve this is a 2nd side city, similar to the current space colonies but a permanent one. In which specific buildings can be build from the post reskin Mars age eras. Something to motivate players towards and forcing certain city planning could be having buildings with specific professions. Each contributing to a certain speciality of the overall 2nd city. E.G. an space ship, like this concept or an emulated city or as you've suggested an research facility.
Specialising into either different factions; military specialisation, economical specialisation (trade), industrial specialisation (improving efficiencies in particular any goods production), tourism speculation (buffs foreign relationships causing unique additional settlements rewards or improving their rewards), etc. Similar to settlement's diplomacy enabling the chance to unlock new buildings, each specialisation could unlock a buff or effect related to the specialisation. For example each milestone of specialisation unlocking a passive buff. Like AR evasion system, making units immune to hostile keen eye ability. While for example the industrial counterpart may buffs goods production efficiency by making any source of goods production making +1-5 more goods. Whenever the player decides to redesign their space ship or research facility they may lose some specialisation in one part in favour of another. Which causes for example their military specialisation to drop below the required military specialisation for example AR version system. Which would make the player lose this buff but frees up the space to specialise more industrially to strengthen goods production.
Ultimately this would lead to a situation in which classic city building becomes rewarding again and strategical choices must be made. Though each age up efficiencies of specialisation improves, either better buffs can be unlocked as they require more specialisation or combining different specialisations become possible. For example having both sufficient military specialisation for AR evasion system and additional goods.
Though this is just concept of specialisation is just a way to providing meaning and strategy to potential successors of colonies. Even the existing space colonies could be enhanced by this concept mechanic.
 

Velvet Thunder

FORUM MODERATOR
Beta Moderator
Unfortunately we are not seeking suggestions for the upcoming eras at the moment. Thank you for your suggestion, though.
 
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