Tytan Tytan

I think I've figured it out....

I think I've figured it out....

I have been running this over and over in my mind for the last 3 weeks. The early game has been going way too fast and I have been trying to figure out what it is that needs to be changed. At first I thought the answer was ranges, or maybe movement points, or good defenses, but nothing really seemed to fit.

The problem is that the colony ships are too cheap. In all of the other strategy games the colony ship cost an arm and a leg. That allowed the expansion to be slow enough to establish a decent base economically and technologically before the midgame hit.

Therefore, I suggest that the cost of the colony ships be raised from 40 to 100-120. This will slow down the rate of growth so that the early game gets drawn out a little more and some interesting depth can be developed to the game.

Then again, I might be clueless....
603 views 37 replies
Reply #26 Top
One of the issues that seems to contribute to the fast pace of the early game is that planets with low population still seem to have relatively high production values. In the game I am playing now, I have one planet with 1 billion pop and another with only 200 million pop. Their corresponding industry ratings are 14 and 10 respectively. I know morale and some projects can effect production, but I would still expect the larger planet to out-produce the smaller one by something closer to 500% rather than 40%.

Can anyone explain how population effects production?
Reply #27 Top
This beta test is an amazing experience.....It feels like the start of something big.

This could be one of those turning points in gaming history that affects the next 10 years....galciv promotes dregin.net...dregin.net succeeds....everybody copies dregin.net....and a revolution begins....and it all starts with a bunch of strategy enthusiasts from nowhere.....

mebbe its just me dreaming but it feels like we're making history.....
Reply #28 Top
I'm always puzzled by your choice of words, citizen Tytan. :notsure:
Reply #29 Top
'Do you shange the setting son the AI players Nathan? and what difficulty do you tend to play at? I play on 'comfortable' with default AI settings'

I usually turn the Altarians down from 'genius' intelligence (which was the default in 1D. I don't know if it still is because GC uses the last games settings as the default for the next game), but for the rest of the AI I usually leave the settings alone.

On the first game of a new build, I play at cakewalk, and then step up to one of the middle settings. Recently the builds have been coming too fast to get to the higher settings.



'Can anyone explain how population effects production?'

From appearences:

Planet Class determines the base production. Population determines the maximum production.
Spending ratio determines actual production.
Reply #30 Top
Something else that affects production is morale. Morale affects population growth as well. Tax rate affects Morale. Population affects morale. Planet class affects morale. A negative balance in the treasury affects morale; within a few turns a negative treasury can turn all of your citizens against you.
Reply #31 Top
For beta 2 I'll up the cost of colony ships a bit.

I'm just worried that there won't be enough to do early on.

I have been kind of envisioning that claiming galactic resources via star bases would be the actual heavy resource intensive portion fo the early part of the game.

GalCiv on OS/2 didn't have star bases so it's new to me too. I'm very excited to work on it.

LOL, you should see the list of stuff for GalCiv II! ;-)
Reply #32 Top
Brad (Frogboy),

I'd love to see the list of stuff for GalCiv II. Perhaps you could start a file for the encyclopedia to contain this list. It should generate more enthusiasm (we need more?) for GC.
Reply #33 Top
Brad

pleased you are upping the cost a bit - dont worry we will let u know if its too slow ;p

how's it going anyway? been a bit quiet for a week or so everying comming together for beta2? Are you pleased with it so far? any interesting snippets for the hungry masses? :)
Reply #34 Top
I'll make a status report post.
Reply #35 Top
Not having enough to do was the fatal flaw in ascendancy.....It was very irritating to just have 20 turns go by with nothing to do.........

With the expense of star-bases and the availability of resources tho' would that split up the focus of the enemy AI's enough so that maybe they would divert a part of their resources to that from the get-go?

Would the go after that as they are expanding, or would they expand as far as they could first then go after that second?

All I can say is that it sounds brilliant......
Reply #36 Top
:VOMIT:
Reply #37 Top
:notsure: