Democracy 4

Democracy 4

Space Program Standalone [See Description]
 This topic has been pinned, so it's probably important
feelinWitchy  [developer] 18 Oct, 2020 @ 5:48pm
Suggestions
This is the designated spot to put suggestions relating to this mod.
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Showing 1-9 of 9 comments
Nargasuga 20 Oct, 2020 @ 8:23am 
hey maybe space wifi like (starlink) would be a great thing to put in this mod as a bonus when your private space industries are high enough :)
Perhaps have a policy dedicated to the status of any space-based colonies since the endpoint of the Mars Mission policy is a colony. The idea being a slider that goes between a directly appointed administrator all the way to an MP or equivalent. With Liberals at least liking the elected official end over the direct administration.

Perhaps have a GDP/tech boost added to it with a bigger tech boost from direct administration to reflect it being an extension of a government agency allowing for a scientific focus. A GDP boost on the other end would reflect more loose government control where it's being treated more as a state/territory with a boost for space industry as the government is using it to boost things like space mining and space tourism.

Hell, why not a policy for space tourism subsidies giving you a tech boost, private space industry boost, national tourism boost and foreign relations boost. Lower ends could reflect not only funding but also a restriction on whether or not foreign tourists are allowed to be taken up. Possibly upsetting patriots by allowing foreign tourists up.

Could also allow for nationalisation of the space industry much as you get with energy and so on. Just make it cost a stupendous amount and upset capitalists.
Last edited by That unnervingly happy turtle.; 20 Oct, 2020 @ 11:09am
feelinWitchy  [developer] 20 Oct, 2020 @ 1:47pm 
Originally posted by Nargasuga:
hey maybe space wifi like (starlink) would be a great thing to put in this mod as a bonus when your private space industries are high enough :)
Space-based wifi and power are on the list of things I hope to eventually add!
feelinWitchy  [developer] 20 Oct, 2020 @ 1:51pm 
Originally posted by That unnervingly happy turtle.:
Perhaps have a policy dedicated to the status of any space-based colonies since the endpoint of the Mars Mission policy is a colony. The idea being a slider that goes between a directly appointed administrator all the way to an MP or equivalent. With Liberals at least liking the elected official end over the direct administration.

Perhaps have a GDP/tech boost added to it with a bigger tech boost from direct administration to reflect it being an extension of a government agency allowing for a scientific focus. A GDP boost on the other end would reflect more loose government control where it's being treated more as a state/territory with a boost for space industry as the government is using it to boost things like space mining and space tourism.

Hell, why not a policy for space tourism subsidies giving you a tech boost, private space industry boost, national tourism boost and foreign relations boost. Lower ends could reflect not only funding but also a restriction on whether or not foreign tourists are allowed to be taken up. Possibly upsetting patriots by allowing foreign tourists up.

Could also allow for nationalisation of the space industry much as you get with energy and so on. Just make it cost a stupendous amount and upset capitalists.
That's a great idea honestly! I'm planning to make a situation for a Mars Colony that takes place after a set series of steps (Putting a human on Mars for the first time, building infrastructure necessary to support a supply chain, etc) so I can just make it so the policy doesn't have effects without that situation.

The private space subsidies that I have in at the moment are meant to affect space tourism in an indirect way, but I'll think about adding something specific. There's already something in the works to essentially ban capitalism and free-markets from space :)
Originally posted by feelinWitchy:
That's a great idea honestly! I'm planning to make a situation for a Mars Colony that takes place after a set series of steps (Putting a human on Mars for the first time, building infrastructure necessary to support a supply chain, etc) so I can just make it so the policy doesn't have effects without that situation.

The private space subsidies that I have in at the moment are meant to affect space tourism in an indirect way, but I'll think about adding something specific. There's already something in the works to essentially ban capitalism and free-markets from space :)

Thanks, I have 3 other ideas though 2 revolve around colonies. Both are a slider for what type of colony you want to fund. So one could be the old idea for a military colony which still provides a bit of a tech bonus and make patriots happy. However it makes Liberals unhappy and reduces your international relations as you are defying the UN law against militarising space, you could even make that just a policy on its own for people who want to run repressive or militaristic states willing to send silly money on its military.

On the other hand you could have a science/mining colony split with the both giving a tech and international relations boost possibly also pleasing liberals and a flat cost in money and PP. The tech boosts would naturally come from the fact that one is a research colony and the other provides useful core samples and further develops habitation technologies as well as space based mining. Maybe have a GDP boost from the mining colony, possibly with a boost to international trade as well since you'd be mining rare resources that people want. Maybe a mining colony would provide a boost to capitalist opinion as well. Research colony wise you could have a massive tech boost and maybe an education boost since scientists can hold delayed video lectures for schools and universities.

As another Idea you could set the level of international cooperation you want for any colonies or your space agency itself. Naturally anything beyond just launching rockets for other people would upset patriots but you could go from a totally closed agency all the way to one building a colony in conjunction with other countries. This coming from how the US's NASA is basically a closed organisation which (despite the fact it started off with German rocket scientists) doesn't allow non-US scientists to work for them thanks to legislation regarding "Strategic Technologies" or rockets. As opposed to the EUSA and Roscosmos who cooperate closely with Roscosmos actually handling pretty much every launch nowadays apart from SpaceX. Even most US rockets are launched by them and they handle much of the ISS training all of which buys them a lot of political capital with other nations and probably no small amount of trade as well.
peloxi 25 Oct, 2020 @ 6:14am 
MarsMissionLead.txt have a bug (crash):

[option0]
OnImplement = CreateGrudge(Liberal,0.07,0.85);CreateGrudge(ForeignRelations,0.04,0.8);CreateGrudge(Patriot,-0.05,0.85);CreateGrudge(InternaiontalCooperation,0.13,1.0);

Solution:
CreateGrudge(InternationalCooperation,0.13,1.0);
feelinWitchy  [developer] 25 Oct, 2020 @ 12:47pm 
Originally posted by peloxi:
MarsMissionLead.txt have a bug (crash):

[option0]
OnImplement = CreateGrudge(Liberal,0.07,0.85);CreateGrudge(ForeignRelations,0.04,0.8);CreateGrudge(Patriot,-0.05,0.85);CreateGrudge(InternaiontalCooperation,0.13,1.0);

Solution:
CreateGrudge(InternationalCooperation,0.13,1.0);
Thank you for the catch!
Thimeo 26 Nov, 2020 @ 12:12am 
Hey man, love your work and your commitment.

I wanted to suggest you something I encountered while playing the USA 2021 mode.
After having stabilized my country, I decided to go for as much space related stuff as I could. So I tried to decrease the "Cost of Space Travel" simulation as low as possible. And as you can see here [imgur.com] I actually managed to hit the bottom.
And that's bothering me.

If you add all of the modifier here (ignore "Clear Space Junk?" as it's an event and "private Space Industry" as it seems bugged even though it's maxed out) you get a negative modifier of 120% or so. That means that some of the effect is going to waste. So if I want to optimize it, I would lower some of the policies to only get a 100% modifier.

Here's my suggestion: Instead of having a case where you can have a simulation value bellow 0% (or above 100%) and having it hitting a wall, scale the maximized effects to 100% and 0%.
In this case, that would mean lowering the influence of those policies to go from 120% to 100% if they are all in place (so a reduction of approximately 17%), but also increase the effects of the simulation (the cost reductions) by the same margin (in this case also 17%) so that you don't make the existing policies weaker, but instead reward implementing them all with even more bonuses.

I would understand if you prefer the idea that you don't need to implement everything to have the simulation maximized/minimized and having some margin in that regard. I just wanted to share my idea with you.

If there's something you didn't understand, don't hesitate to ask me to clarify it.
feelinWitchy  [developer] 27 Nov, 2020 @ 7:06pm 
Originally posted by Thimeo:
Hey man, love your work and your commitment.

I wanted to suggest you something I encountered while playing the USA 2021 mode.
After having stabilized my country, I decided to go for as much space related stuff as I could. So I tried to decrease the "Cost of Space Travel" simulation as low as possible. And as you can see here [imgur.com] I actually managed to hit the bottom.
And that's bothering me.

If you add all of the modifier here (ignore "Clear Space Junk?" as it's an event and "private Space Industry" as it seems bugged even though it's maxed out) you get a negative modifier of 120% or so. That means that some of the effect is going to waste. So if I want to optimize it, I would lower some of the policies to only get a 100% modifier.

Here's my suggestion: Instead of having a case where you can have a simulation value bellow 0% (or above 100%) and having it hitting a wall, scale the maximized effects to 100% and 0%.
In this case, that would mean lowering the influence of those policies to go from 120% to 100% if they are all in place (so a reduction of approximately 17%), but also increase the effects of the simulation (the cost reductions) by the same margin (in this case also 17%) so that you don't make the existing policies weaker, but instead reward implementing them all with even more bonuses.

I would understand if you prefer the idea that you don't need to implement everything to have the simulation maximized/minimized and having some margin in that regard. I just wanted to share my idea with you.

If there's something you didn't understand, don't hesitate to ask me to clarify it.
Hey, thanks for the information! Stuff like this is super important for balancing reasons as well as bug fixing, so it's great that people like you are testing all the possibilities.

I'll take a look at all of this soon and will make sure that it's hitting the cap of 0% rather than dropping below it. I've been meaning to reduce the impacts of the dilemmas anyway!
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