Archive

Historical posts and older content for tracking mod development

Archive, Dev Log

Dev Diary 8.3: Admin Capacity

I originally intended to talk about our new planet specialization in the upcoming economic overhaul, but I’m going to rant about something else – admin cap. In principle, the admin cap variable is a good idea. It takes an existing system –research and tradition costs scale up logarithmically as the empire expands, as a way […]

Archive, Dev Log

Dev Diary 8.2: The Six New Districts

Hello everyone! I hope you have been enjoying the blog so far, and you find the glimpses into the future of New Horizons entertaining. Things have been a bit slow on our end the past few weeks, with various real-life commitments, and we have worked mostly on polish and bug fixing. However, I’m still dabbling

Archive, Dev Log

Dev Diary 8.1: Planetary Specialization

Hello everyone. So, since the last blog post raised a few questions, let me start by a few quick clarifications about how buildings and districts will behave under the new regime. Let’s take food for example. Right now, if you want to generate food, you build ‘farm districts’, that provide farmer jobs, that provide food.

Archive, Dev Log

Dev Diary 8: The new districts

I’ve been discussing the rationale behind the upcoming gameplay and economy changes for a while now, trying to show my thought process, starting with identifying the problem, breaking it down, defining the goals to correct it and identifying the best methods to do so. Now its time to deal with the proposed nuts and bolts

Archive, Dev Log

Distinctions

The initial idea to use districts as the foundation for improving our early game pacing came to me originally about two months ago, and once that happened, a lot of things simply clicked into place. I knew the overhaul needs to be a layer rather than a fundamental part of the economy, something to give

Archive, Dev Log

Bringing it all together

In the past two weeks, I’ve been trying to break down my thoughts and how they have been informed by issues in AI, economics, game design, and trek lore. It’s a truism that change should never happen for change sake, but it’s easy to forget that when developing a mod. Without the constraints of publisher

Archive, Dev Log

To tame an AI

A lot of the work we have been doing on STNH since the release of 2.2. has been focused on trying to get the AI to perform as it should – and specifically, to be as aggressive, difficult and challenging as we want it to be. There is a lot that can be said on

Archive, Dev Log

Cordrazine – the game design cure

In the past few blog posts, I’ve primary discussed the benefits and disadvantages that we incurred with our decision to reduce pop growth. While I’ll slowly roll out my thoughts on the changes we need to do to solve the early game pacing issue over the next few weeks, its clear that at least PART

Archive, Dev Log

No pops, no choice

As I’ve mentioned in the previously, we knowingly made the decision to reduce the overall number of pops in New Horizons – to slow down growth and to increase hard caps. This had the intended benefit of increasing performance, but also several other intended benefits, including reinforcing our theme and for the most part, our

Scroll to Top