Posted by: Corey
« on: December 19, 2017, 05:51:09 AM »Some of this is fairly close to what we'd like to do, the colony and storage depot building types (like the Imperial prison's effect) are essentially the kind of things we're looking to do, though I don't know that the speed boost thing is even possible on a structure, especially between two specific planets. In terms of giving the NR cheaper access to some of them, it doesn't really support the end goals of the structures. The civilian structures, specifically anything to increase pop cap, is primarily meant as a means to allow smaller factions still have reasonable access to units (which is why they're also more likely to be gated at the galactic level moreso than the planetary level, though they will be gated there as well) so that later on campaigns can still remain a challenge and some of the smaller-start GCs don't completely overflow the cap right away. Essentially, while an NR with a greater focus on civic stuff would be good, what that means in EaW terms, as far as pop cap and economy, would really just be that the NR gets more and easier access to pop cap, which isn't ideal.
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They could have an effect across multiple systems (since they would take up existing space structure slots and should be kept to a minimum). For example, structures in Caridan space can mildly affect neighboring systems.
This isn't really something we can do- the game doesn't know what it means to be a neighbouring planet unless we specifically make a table for each GC listing every planet and every planet connected to that planet, which as you can imagine is not ideal.
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Also: Like in the original Command and Conquer- the NR would not be able to shoot civilian structures (same for EotH all eras, and IR era 5), but they would not count in victory conditions.)
I don't know that there would be an effective way to do this, either, unfortunately.