This post probably won't be a revalation to anyone. I'm more or less pulling the thoughts that everyone has had at one time, and consolidating it all down into one post. This is a post (and Deciever I hope you're reading this so you can pull stuff out to add to your patch changes post) that is addressing the most common issues with the random map generator:
1. Neutral Heavy Maps
2. 1 Phase Lane Starts
3. Map Annoyances - Dead Asteroids, Magnetic Clouds, Empty Neutrals
1 Phase Lane Starts
The easiest one to address is 1 phase lane starts. This is something that just needs to be programmed, and no modder can fix this directly in the random map generator. I've seen this happen on just about every map type, small, medium, medium-large, large, and huge. It's everywhere.
One phase lane starts put anyone who's playing this game at such a huge disadvantage it's not even funny. Basically, it's lowering general income by around 10%, because now instead of having several planets with 90% allegiance and then several with 80, 70, 55, 40 , etc etc, you now have 1 planet (provided that 1 phase lane lead to a planet) at 90% allegiance, and then everything else is at 80%/70%. That's a pretty big loss in early game economy. Coming back from this is damn near impossible.
Linked to this issue is also that it should be hardcoded that an asteroid will always be attached to the homeworld. This is a lesser problem, but sometimes I have 2 phase lanes, but neither leads to my asteroid. Not having a starting asteroid makes expanding cumbersome and much slower. When you can't expand to an asteroid first, you must either
A. Go Civ Start and tech Lava/Ice
B. Build up a fleet of light frigs (which is a death sentance) to take a Desert/Terran
C. Go through a dead asteroid, magnetic cloud, asteroid field, etc. This is the worst. Having to go through something to get to your first planet. Just EWWWW.
D. Praise Jesus that you have a very lightly guarded Terran/Desert Near you
Neutral Issues
Issue #1: # of Neutrals per grav well
This is something that is a strange phenomina. First off, grav wells that can have neutrals can have 0-3 neutrals. Normally maps stay pretty evenly distributed, but about half of the time, the maps heavily favor one player over another with how the neutrals are placed. Change the number to 1-2. That will bring balance to the situation. Here's what I mean.
With the 0-3 set up, one guy will find grav wells with nothing in them, and the other guy will find a feast as he gets two grav wells with 6 neutrals combined. How in the hell is that fair? One player has a huge boost to his economy early, and the other gets nothing except for gigantic space wasters that slow his expansion rate down.
Issue #2: The Impact of Neutrals
Somewhat linked to issue #1, another problem is the income from neutrals is ridiculous. By default at slow they provide .5333 minerals a second. On fast, that's .69. That's about 3 cred a sec, depending on how many credits per second the black market is providing (fluctuates between 400-500). 3 cred a sec for 1 neutral? That's just about 2 trade ports! A trade port by default gives 1.6 cred on fast. TEC and Advent have no prayer of making trade ports in any significant number and surviving for at least 30 minutes on a map where combat is required.
That's just wrong. The income from these suckers needs to be lowered. I know Vasari have a hard time getting trade ports, but making neutrals these gigantic sources of income heavily favors Vasari on a map where these are everywhere. I have had 22 metal per second without owning a lava or a refinery. You think that's balance?
Issue #3: The Abundance/Scarcity of Neutral Grav Wells
This is linked to something in the random map generator. There's a "RandomAny" type of planet grouping which can put these neutral grav wells anywhere. This is why some maps seem so screwed up. Outside of the asteroid and lava/ice that is hard coded to be near your homeworld, you don't know what the hell is going to be out there.
I have played maps where the closest planet outside of the asteroid and lava/ice, I had to jump 4 jumps from my homeworld just to colonize another asteroid. Safe to say I lost that one. There was nothing near me.
Map Annoyances
There are some things that when I play, I just can't get over. Things that get under my skin, drive me crazy, and I go berzerk. These are map annoyances. Things that either I can't understand their purpose, or the fact that I have to have one close to me drives me up a wall because of the disadvantage I'm at. I'll explain.
1. Empty Neutral Providing Grav Wells
I hate getting that Gas Giant/Asteroid Belt/Plasma Cloud/etc. that can provide a neutral, but has nothing in it. This is just a space waster. There's nothing in it, so it has no economic impact, and I very rarely actually fight anyone in these things. I get that they can potentially provide neutrals, but when they don't, my mind short circuits. Why is it there if it's not going to provide anything? They should have at least 1 neutral by default. They have to provide something to the game besides an annoyance.
2. Magnetic Clouds
These are the most useless insignificant absolutely pointless things in the game. I have NEVER fought in a magnetic cloud. NEVER. No one does it. No one would actually want to fight there. Why fight there if I can't use my abilities? No trap has ever been successfully set in a magnetic cloud. You can't build there. You can't keep them there with a PJI or Grav bomb. Nothing about these things is appealing in the slightest, so get rid of them, or put a neutral in them and give it something besides "disables abilities".
When these things are beside my homeworld, I want to choke a bitch. They are almost the bane of my existence, and ALMOST are the most annoying thing ever.
3. Dead Asteroids
They provide no income, yet are colonizable. Tell me. How is this useful? If I can't build a frigate factory (ok, TEC can) on a "tactical" planet, what good is it? I don't think I've ever had a good enough reason to spend the money on colonizing at one of these. I always put up tactical defenses somewhere that I can put up frig factories too. Otherwise, i just don't see the point of them.
I'd like 1 metal mine in these grav wells. Gives them something that makes them appealing.
Trust Me. I saved the worst for last.
4. Wormholes.
These ARE the MOST annoying thing ever if you have one beside your homeworld. Early game they provide absolutely nothing. They are just an empty grav well (see #1) but with an added adendum.
Add on the fact that having one of these within 2 jumps of your homeworld is basically putting up a gigantic back door for an enemy to slide in and skip any defenses I put up on the fronts where I'm fighting.
My proposal is to put a neutral in them. That'd fix a lot of their problems.
Conclusion
So basically I just did a ton of bitching and am not providing a solution right? Wrong. Some of these issues can be dealt with the ingame map designer. I haven't used Galaxy Forge or whatever the program is where you can manually make your own systems. You can't distribute them among people without having them download these maps too, so why bother?
I have used, however, the map designer that lets you decide what kinds of planets go into the random map generator. (it's actually pretty good once you figure it out). I have used this program and it helps create much more balanced maps. I encourage all hosts to use this when hosting games in multiplayer.
The other issues have been addressed in my, soon to become our, mod. EadTaes, myself, and mindseye are trying to merge our mods that all address balancing the game. This includes neutral balance. You'll find them in the Mod section of the forum.
EadTaes - TrueBalance
Raging Amish - RAKK Balance
Mindseye - Mindseye
Together...I dunno what we'll call it. I'm making the post most likely, so probably the
R.E.M. Balance Mod (and yes, I'm a fan of the band in case you're wondering)