A vocal minority does not mean much.
The majority of minorities are vocal, and majority of majorities are not. This is because being vocal vastly depends on not being content. And majority that is not content is a flint for disasters. Disasters such as genocide or revolution.
However, it's the not the content people who act as an engine of progress either (nor is it lazy ones, if anyone still humours that claim).
Of cause whether or not the progress itself is a good thing is debatable.
I think the problem is the insane production you get from the special buildings and adjacency bonuses, the stuff you get from later techs should be way more expensive I think.
Nope. Even without capitalising on adjacency and special buildings you'd still get to deal with waste management. Just the base building bonuses and specialisation would be enough to get you there.
Quoting Surge72,
I would argue that the one unit per turn is a good argument for not specialising all of your planets so heavily.
This.
Sure, let's make a complex and enjoyable game mechanic and then slap everyone who dares to use it properly.
Again. Particularly in a large map, you're at a strategic disadvantage if you only have "Hub" production worlds, because anything away from that Hub is screwed. Doesn't matter if you can pump out SuperMegaShips by the bucketful, if you've got only a handful of those worlds in a 100-world, 400+ hex-spanning empire. Any decent opponent will Hit-and-Run you to death, because you can't get your forces to the attack points in time, as, inevitably, you'll not have your production worlds near enough to the front lines to rely on them for the majority of your ship production.
Far better to scatter that production across 3 times as many worlds, and make those worlds far more distributed.
Plus, in this game, the layout of tiles means that you'll generally NOT have all tiles in a single cluster (even after terraforming quite a bit), but rather 2 or 3 tile clusters. Which means that multi-purpose worlds will be better (and easier) in the long run to manage and give value (since, given the bonus tiles, you want to take advantage of them maximally).
Honestly, other than really low-tile-count worlds, I never understood single-purposing worlds as a good idea.
1. Certain types of maps (tight cluster with default frequencies, for example) put enough planets within proximity of each other that just about any piece of land worth defending end up near a planet that can pump out more production than it can use for SM and a single shipyard.
2. ( A + B ) * ( C + D ) > A * C + B * D
Yes, I'm repeating myself, but come on people, it's BASIC math. How the heck can that be hard to understand. It's simply inefficient to split your multipliers.
In the simplest example of splitting it half here half there you'd end up in a situation where (with planets of equal potential) two focused planets provide same results as Four "split" planets. Split it 3 ways and you get 3 focused worth the same as 9 "split". And that doesn't even account for maintenance and unchangeable bonuses such as +10 manufacturing of home world (via ideology) or +50% research of a ghost world. Though compared to the mathematical inefficiency of splitting these are just gimmicks.
And before anyone corrects the mistake I didn't make, let me clarify - I'm not saying that anyone has to use the efficient strategy, I'm just explaining why it is efficient and just how much more efficient it is to anyone who cares for an explanation in the first place.
This is still a Beta quality game and needs a ton of polish and tweaking.
That's nonsense. This is a release quality game by an independent developer. There's still plenty of room for fixes and improvements, but the game works, it plays well, and the cracks only start to show as players get more advanced.
Most of the beta things in the game are due to the limited budget of an indie developer. Stardock has been really successful but they can't throw $10-50 Million at a game even if they wanted to.
And most of those things aren't going to get fixed. The UI is generally a mess, but it's not going to get the complete head-to-toe overhaul players would want. What we're going to see are tweaks here and there. Which is fine.
What I really hope is that these kinds of threads spur Stardock to really think about what it means to make a game moddable. If they make it possible to mod in multiple build-queues then those of us in the forums that want them can have them. And if they make the AI moddable as well, then the modders can make the AI aware of multiple queue strategies.
Right back at you. THAT is nonsense.
"Release quality" and "room for fixes" are contradictory concepts. It is of cause a fact that the value of "release quality" has taken a plunge, but that fact itself is no excuse for keeping it drowned.
It's one thing to keep working on a product once it's finished it's another thing to "ship it" before it's finished.
I still respect SD's work ethic in general, but after elemental and now this it's hard not to start wondering and not to start loosing that respect.
What I'll never respect though is Bethesda's work ethic, so let's hope that SD will keep making games and not just "make your damn game yourself" toolkits. Or to put it in simpler way - I hope that they never give up on making their games themselves.
"The devs will do whatever it takes to maintain consumer support..."
Lately, since 1.0, I have a seen a large increase in this forum of statements with essentially no evidence or for that matter experience to back them up. It's the talk show theme of "it feels right to me and supports my attitude, so it must be right". My experience during the Alpha-Beta testing period was that people beat the heck out of stuff to see what was actually happening, not just toss off their latest mood. But that's not the key issue here, just the setup.
uhhuh, And that worked out "SOOOOOO well" that those who didn't "experience" it find it next to impossible to believe in. The whole qualm here is about the fact that it needs more testing yet, not about the amount of testing it received. The concepts of "not being there" and "being far away from something that is not there either" are in no way contradictory.
I have done a bit more in my life than play video games, so I am willing to make a more general statement about creative endeavors. Good or great works are made by satisfying the creating parties desire to express or capture something, not by catering to the masses. In video games, that latter approach gives you Farmville. I have supported Frogboy for sticking to his ideas - not that he needed my help - but because that is the only way to have a chance for a great game.
Oh, goody, THAT makes you extra valuable, because CLEARLY the rest of us here have never done anything except play games all our lives. I hate being so offensive, not to mention being off the topic while I'm at it, but I can't help it when seeing statement like this. If you're going to brag about the validity of your claims and your deeply rooted life experience then at least have the decency to to do it in a less "self-exceptional" and more (seemingly) meaningful way.
Back to the topic...
Success is about sticking with the right ideas, failure is about sticking with the wrong ones. For every person who sticks with his ideas and succeeds there's more than one who sticks and fails and more than one who changes and succeeds. Such is the nature of mistakes and difficulties, you know. Mistakes are common, and so is the practice of correcting them. And difficult things are called difficult because it's rare for them to be "done" easily and on the first try.
What's REALLY worth admiring is the ability to stick with the RIGHT ideas, but that is an indeterminable quality. For if we could easily tell the wrong ideas from the right ones the whole concept of making mistakes would vanish.
Though, there is one obviously opposite quality that is easy to spot and easy to shun. That's the combination of spinelessness and foolishness that constitutes the habit of always sticking with the opinion of majority. But despite of how fundamentally wrong it is we still tolerate it and even build political regimes around it. But that's an entirely different topic...