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
Simplicity123
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.
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
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
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
Great. Then maybe they'll make the building buildings part of the game fun instead of hiding behind sliders to make the economy work. The production wheel was nothing but a massive crutch that the AI could endlessly exploit and humans could not (without it becoming a terrible game).
Death to the wheel. May it burn in game designer hell.
I second the removal of the production wheel also. I hate that stupid thing.
- 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
- 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.
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
This is just plain silly, btw. They should have a "random" option which randomly generates the race for you. Almost no one wants to go build themselves 100 custom factions. And if you did, it would just clutter up your game start menu.
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.
I'm not going to download 124 races or so to fill up an immense galaxy. Just allow *randomly generated* races as well. It could be cool to meet aliens who were quite alien.
It's too easy to create a galaxy that is just completely empty right now.
Yeah, I didn't even know they were there. If there's a feature like this, it should be made visible.
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
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
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.
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
1, 5, 10, 25, 50? Space uses the British Imperial System or something. No wonder it's hard to decode. Especially when the icons are the same except for size which is hard enough to distinguish. 1, 10, 100 guys. Or if you must: 1, 5, 10, 50, 100. But that's not nearly as clear.
http://imgur.com/eQP6nXJ http://imgur.com/jnsdOS3
As the title states. The icons are almost unrelated to the output in the categories. Manufacturing: 34.9? One large hammer, 3 small. Manufacturing: 23.4? One medium hammer, 3 small. Research: 68.4 One even bigger research, one medium, one small. ????
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. &
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