Micromanagement and other frailties of TBSGs
from
Stardock Forums
I am a 38 year old physician who has been playing turn-based strategy games for a long long time and i have designed role-playing games/systems for almost 25 years. I wanted to make a few points, which you may ignore or discuss!
First of all...congratulations on a game that is intelligently-contrived and excellently supported. Full kudos for what you have created. In general, I am impressed enough to make comment!
In order to successfully play this game on the higher levels of difficulty, one must not only understand the game and its strategy (which should be what matters) but one must micromanage to the point where the game loses some of its luster.
1) Returning to the Diplomatic screen almost every turn in order to trade/sell technology is nearly imperative. This is very tiresome.
2) One must completely examine the entire region available to your sensors in order to be sure a stray ship hasnt passed into your space. This is also very tiresome and adds nothing to the enjoyment of the game. In such a technologically evolved system, there would be automatic alerts in place for anyone that entered your area of dominion...you wouldnt have to figure it out by hand.
3) The tech-tree (within the software/game itself) is extremely poor. It should not be a mystery what each tech will lead to and which advances they will allow. This material should be in the MANUAL or easily accessible from the tech-page. Instead, we must use web resources designed by players in order to get this information.
4) Managing systems becomes impossible to expedite intelligently in larger galaxies, to the point where i no longer play in anything larger than MEDIUM. The micromanagment becomes so horrific that the grand spectrum of the STRATEGY game becomes lost and 90% of your time is spent micromanaging resources.
Micromangagemnt aside, i believe there are other areas where this game could be improved.
1) The AI should not know where all the yellow stars and resources are at the beginning of the game. This is an opinion and i grant that anyone who feels the AI should have this immediate advantage is entitled to that opinion and it is 100% valid.
2) I believe this game would be better overall if trading/selling of technology was limited in some fashion. The whole game really becomes a marketplace more than a strategy game.
3) The difference between ship technologies should be more extraordinary. In the current system, it takes only a few military bonuses via technology or racial picks to allow a Battle Cruiser (or similar sized ship) to defeat a Battleship, 1-on-1. Given the described difference in the size and power of these ships (and the research required to even begin to build them), even a couple of these smaller ships should have some problem with a Battleship, even with substantial military bonuses. it should take a huge fleet of Star-Fighters to take on capital ships, but they do just fine with a few military bonuses.
4) Cultural domination appears to be too easy to do at the far end of the tech tree and not easy enough at the early-end of the tree. It is almost impossible to "flip" star systems in a small-sized galaxy. You will win my military conquest long before it is viable to flip the worlds peacefully.
5) No technologically advanced society would have more than half of its GNP (gross national product) dependent on trade with foreign nations. In the current system, trade is substantially more important important as a source of income than it ought to be. If you want to make players/AIs "dependent" on another power for its solvency, there must be other ways. Taxation of a population and creation of funds through markets should amount to at least 70-90% of total funds. Trade should be gravy on top of the actual meal, instead of the primary source of end-game income.
6) The AI determines "Military Power" in a very odd way. it would seem that the number of ships is more important than the power of the ships. Does it just add up the total attack of all ships on the board? (which would make 4 Starfighters equal to a Battleship?)
7) The TRADE GOODS and WONDERS are far too important...again turning this game from a strategy game into a marketplace game of economic micromanagment.
Well...enough for now...i have stood on the soapbox for far too long. Again, i like this game a great deal and i do not wish to have this posting be misconstrued as anything but constructive criticism from a fellow game-developer!
First of all...congratulations on a game that is intelligently-contrived and excellently supported. Full kudos for what you have created. In general, I am impressed enough to make comment!
In order to successfully play this game on the higher levels of difficulty, one must not only understand the game and its strategy (which should be what matters) but one must micromanage to the point where the game loses some of its luster.
1) Returning to the Diplomatic screen almost every turn in order to trade/sell technology is nearly imperative. This is very tiresome.
2) One must completely examine the entire region available to your sensors in order to be sure a stray ship hasnt passed into your space. This is also very tiresome and adds nothing to the enjoyment of the game. In such a technologically evolved system, there would be automatic alerts in place for anyone that entered your area of dominion...you wouldnt have to figure it out by hand.
3) The tech-tree (within the software/game itself) is extremely poor. It should not be a mystery what each tech will lead to and which advances they will allow. This material should be in the MANUAL or easily accessible from the tech-page. Instead, we must use web resources designed by players in order to get this information.
4) Managing systems becomes impossible to expedite intelligently in larger galaxies, to the point where i no longer play in anything larger than MEDIUM. The micromanagment becomes so horrific that the grand spectrum of the STRATEGY game becomes lost and 90% of your time is spent micromanaging resources.
Micromangagemnt aside, i believe there are other areas where this game could be improved.
1) The AI should not know where all the yellow stars and resources are at the beginning of the game. This is an opinion and i grant that anyone who feels the AI should have this immediate advantage is entitled to that opinion and it is 100% valid.
2) I believe this game would be better overall if trading/selling of technology was limited in some fashion. The whole game really becomes a marketplace more than a strategy game.
3) The difference between ship technologies should be more extraordinary. In the current system, it takes only a few military bonuses via technology or racial picks to allow a Battle Cruiser (or similar sized ship) to defeat a Battleship, 1-on-1. Given the described difference in the size and power of these ships (and the research required to even begin to build them), even a couple of these smaller ships should have some problem with a Battleship, even with substantial military bonuses. it should take a huge fleet of Star-Fighters to take on capital ships, but they do just fine with a few military bonuses.
4) Cultural domination appears to be too easy to do at the far end of the tech tree and not easy enough at the early-end of the tree. It is almost impossible to "flip" star systems in a small-sized galaxy. You will win my military conquest long before it is viable to flip the worlds peacefully.
5) No technologically advanced society would have more than half of its GNP (gross national product) dependent on trade with foreign nations. In the current system, trade is substantially more important important as a source of income than it ought to be. If you want to make players/AIs "dependent" on another power for its solvency, there must be other ways. Taxation of a population and creation of funds through markets should amount to at least 70-90% of total funds. Trade should be gravy on top of the actual meal, instead of the primary source of end-game income.
6) The AI determines "Military Power" in a very odd way. it would seem that the number of ships is more important than the power of the ships. Does it just add up the total attack of all ships on the board? (which would make 4 Starfighters equal to a Battleship?)
7) The TRADE GOODS and WONDERS are far too important...again turning this game from a strategy game into a marketplace game of economic micromanagment.
Well...enough for now...i have stood on the soapbox for far too long. Again, i like this game a great deal and i do not wish to have this posting be misconstrued as anything but constructive criticism from a fellow game-developer!