Simplicity123

Simplicity123

Joined Member # 2586767
20 Posts 71 Replies 1,327 Reputation

Basically, you win by having more planets and bigger planets. Which would be fine, except that you cannot defend all of those planets without a strong fleet. You can try to play peaceful, but the larger your borders, the more impossible it becomes to keep people from just gobbling up an undefended planet before you can even see their ships coming. So, if you have to have large numbers of ships, you might as well be playing militarily. It's unfortunate. You ca

23 Replies 48,760 Views

Additional thoughts: Blank space still takes up a lot of the map. It'd be nicer if there was necessary resources in there like Dyson spheres, or something. Asteroids should be made to do something again. Nebula should be even larger. The zoom level at which things become icons should be adjustable.

23 Replies 48,760 Views

I decided that 1.5 was a good time to take a look at where the game is, and what my hopes are for the future. I've been with GalCiv since way back in GalCiv 1, an I'm a big fan of turn-based strategies in general. Things I like: 1) The universe is becoming more interesting. Precursor worlds and resources finally give a REASON to explore the universe. 2) Mods are coming alive. Gauntlet's Race Mod? AMAZING. 3) Ship designer

23 Replies 48,760 Views

The problem is with the additive nature of components in general. Strapping 20 engines on shouldn't be 20x as effective. There should be some exponential decrease for each new component. For example, if the first engine gives you speed 1, then the second gives you 1.5. A third would give you 1.75. A better engine might give you 2. And then a second better engine would give you 3. This would solve the problem for engines AND sensors in one sw

28 Replies 150,548 Views

I haven't seen anywhere that said that the AI never used the planetary wheel. Perhaps you know more on that than me. But you can use the planetary wheel to micromanage your planets in a way that gets you small gains (get that ship/research one turn early with no noticeable decrease elsewhere). It's annoying to do, as a human. Especially if you're dealing with dozens of planets. But as an AI? It's easy. It's the sort of easy bread

14 Replies 26,861 Views

- Invasion Feature - Terror Stars - Legendary Deeds (see Endless Legend's Guardian expansion)... I think these add important subgoals to the game. - Stealth ships, combat with sensors - Planetary minor improvements (sensor range, defense improvements, etc.) that don't affect the limited planet hexes. - A diplomacy game system. Warscore, cassus belli, fear/respect. Whatever. Something more than just trading and positive/ne

44 Replies 68,748 Views

- You're at war? Guess you'll be at war until the END OF THE GAME or until someone dies. Unless you feel like unconditional surrender. There needs to be some willingness to end wars eventually. - I wish I could set the range at which it goes to strategic mode. My screen is quite large. I could be looking at nice ships much further out.

2 Replies 10,991 Views

Comments: - Kinetic drivers are terrible. Speed and lots of durantium around doesn't make up for the huge mass. Cost could count for something if the mass didn't require larger hulls. - Sensor ships shouldn't be required gameplay. Planets should have increasing sensor ranges. - Too many starbases are required. Planets should be able to mine resources. This would greatly cut down on the number of needed starbases. <p

2 Replies 10,991 Views

I really want this feature, actually. And the assumption would be that if you rename Biggusdingus to Fromulatus, then Biggusdingus III would become Fromulatus III. It'd love being able to rename systems in this way so that I wouldn't have to name planets individually.

2 Replies 9,479 Views

I don't think there's anything subtle about it. More expensive, better ships, or cheaper, weaker ships. That choice is repeated over and over through out the tree. It's not interesting, and that's a game development sin. I've seen another tech that either increases manufacturing 15% or reduces cost 15%. Is that also subtle? I think it's just easy to implement and unimaginative. Maybe that's all we have

4 Replies 18,896 Views

Why should I care whether armor has less mass vs is more effective? Less mass IMPLIES more effective as I can simply add more armor modules. The specializations all make me go... meh. I'll take the mass option. Here's a better idea: 1) Armor specialization: a. Explosive armor (armor modules now provide +2 missile defense) b. Shielded armor (armor modules now provide +2 shield defense) c. Armor takes less mass. Now tha

4 Replies 18,896 Views

I have anyways been against the wealth/research/manufacturing sliders. It's a ridiculous system with so much fiddly that it should give a huge bonus to the AI because it's not worth the player's time to mess with it on every planet. But it was one of the first things implemented because someone can't let this terrible system die. The game would be better if they just cut it out entirely and let planets specialize via their buildings as you would expect.

12 Replies 25,065 Views

Even better, the exact same planet gets DIFFERENT icons with the exact same research. Nothing done. Just go from planet to planet and the number of icons change. Here's a screenshot of New Iconia as posted above. 68.4 research. One huge icon, One large, one medium, two small. Close but no cigar. There's a gap, which makes me think that maybe icons aren't always being displayed? <a title="http://imgur.com/oRoNNGa" href="http://i

6 Replies 18,905 Views

1) When I get invaded, I get a confirmation dialog. 2) When I get conquered it's a VICTORY! ... for the other guy. 3) Nothing is clear. There's stuff all over the screen and almost none of it is explained. 4) Sometimes invasion causes the game to get stuck. Then the next action button no longer works. 5) It's totally opaque before you invade. Send one transport to one planet. Shake the magic eightball and see what pops out. &

0 Replies 9,012 Views

I think it'll get a 75-80, which is a shame because it's got the true potential for greatness... and I think it'll reach that greatness after release. Stardock is not going to abandon it. But there's just a huge slew of minor issues and balancing issues. I played the game for a few hours and I repeatedly hit things where I just said... well... that's a bug. It wasn't anything major, but it's certainly enough

28 Replies 66,381 Views