That looks like a good list, but a "satellite admin" in sum reduces admin strain--it does not increase it.
It's purpose is to reduce admin strain in a hex. This only works if the number of other assets in the hex equal or exceed two. That's the inducement to build high. So if the total assets in the hex is not going to be at least three, don't bother constructing it. That implies the player is committing a fair number of resources to the hex and delivering logistic points there.
It's an option, not a spammable advantage.
Zones are part of the logistics mini-game. In other words, not adding a zone is simpler given how logistics work under the hood (consolidation). There are all the events, decisions, stratagems, etc. tied to zones. This proposal requires no changes there, because it's built on the existing design and interface. No change to the zone as a game object.
It also requires no additional interface for reporting, because the zone handles assets already. That's a plus.
The biggest concerns I see with my own suggestions are the new assets, existing assets, and state changes. Nobody mentioned it as a problem.
For example, with respect to the game, assets may only use two concrete states--in a city or not. I have no idea, but it would matter here.
A change might blur the lines for asset definitions, if they are restricted to three conditions based on those two states: (1) only in city, (2) only outside city, (3) both.
Industry is restricted to only in a city. Is this idea beneficial if Industry assets cannot be built? Maybe not. What about defensive structures? Same potential issue.
You want to implement without breaking something--"players can now build industry anywhere in the zone" is bad given what we know about the developers' intent.
Nobody asked me about putting a truck station and this satellite admin asset in the same hex. How big could you make a zone using my suggestions? That's a concern of mine too.
Since I don't know the answers, I add my suggestions and let the developers decide if they make sense or not given their overall intent, design and the simulation.
I try to consider gameplay a few moves ahead--aircraft, VTOL, planes, airbases, ports, flak, etc.
Some players like specific rules. The player is allowed to do X, Y, Z. The costs and outcome of X, Y, Z are well understood. The game becomes muscle memory--like a side scroller. The player recognizes the situation, reacts to the stimulus appropriately, and is rewarded. They learn to play to the game. That's fun.
I tend to make suggestions where the rules and restrictions are few (see my posts about the TO&E/OOB system). You can do almost anything you like, but there will be a cost relative to the other options. Pattern recognition is difficult. Multiple roads to victory and multiple roads to defeat (even when your reactions were flawless). This game already contains much of that kind of gameplay. Otherwise I wouldn't be here.
Finally, I don't want to make too fine a point about this, but have you noticed my concerns seem to focus on different issues?
Others might be concerned about paying more for their units. I'm concerned if it adds choices and if that fits into the game we don't see as players. I don't want interface creep and complexity. I do encourage depth.
I'm not concerned at all about a player's units costing more, because it should be a proportional change for all players and can be fine tuned by the experts.
I never gave specific costs in the OP. All of that is fully in the realm of the developers. I used the current rules as the basis--my reference to the manual and other posts.
I'm just generating an idea, which could turn into something very different or simply be dismissed. The OP might be a spark for them. I'm happy to provide it or not. If the developers had time to experience what I have experienced, they would not have time to make games.
< Message edited by Malevolence -- 7/14/2020 6:04:03 AM >
Nicht kleckern, sondern klotzen!
*Please remember all posts are made by a malevolent, autocratic despot whose rule is marked by unjust severity and arbitrary behavior. Your experiences may vary.