It is a little hilarious that when projects were powerful, people complained that it was better to have diversified planets. Now that projects are weak, people complain that specialized planets are best. Obviously someone is going to be unhappy. That said, SD needs to figure out what they want projects to do and make them to that well. To me they should be a place to funnel excess manufacturing that would otherwise be wasted. With that in mind, I think the best may to do them would be
peregrine23
Production is produced by your population and can be funneled into research, manufacturing, or economy. Your production is modified by buildings, traits, etc. to figure out how much research, manufacturing, and/or economy you get. Manufacturing is the actual points that go toward building buildings and ships and is the result of your production multiplied by your manufacturing bonus. In the over-all economy of this game, production is the most important number and any bonuses/multipli
What's the bug here?
Ahhhh, this should be so simple. Don't do percentages and don't do raw production. Just have the research and economy projects convert manufacturing to research or credits at a loss. So, say, you get 3 research for each 5 manufacturing. This would not be amplified by any research or economy modifiers. This way, you'd be better off never running these on research or economy specialist worlds, but it gives you something to do with excess manufacturing if you don't want to build
I like that GalCiv doesn't (or didn't) punish you hard for expanding. That's the point of the game! Please temper large empire penalties.
I preferred it when starbases had no default defenses, especially now that there are pirates and you get a free module, I think this should be reverted. I think I am outnumbered on that though. The biggest reason for economy starbases is the 10% production bonus. After that, I do agree that manufacturing, research, and economy bonuses could use a boost. I think they should be equivalent to their on-planet counter-part without adjacency bonuses. Military starbases have always b
This has been brought up continually since the diplomacy was introduced, but the squeaky wheel gets the grease, so +1.
Stardrive 2 has an average score on 70 on metacritic. I haven't played it, but from what I've heard and read I think this game will score slightly higher then that, so 75-85. I think the main criticism will be that it is kind of a jack-of-all-trades, master-of-none. It does a lot of things well, but there is no standout aspect that it excels at. I think it gets points for ideology and ship designer.
I think you mainly want it for its adjacency bonus now. It's still good, just not as overwhelming as it was.
[quote who="Unknown_Hero" reply="15" id="3540453"] So why not a similar system for approval? 10B population need 10 approval points to have 100% approval. 100B population need 100 approval points to have 100% approval. [/quote] I think this is how it works.
or bring back assembly project :) I know I'm heavily outnumbered in preferring it though.
+1: I agree, finding resources on the strategic map is now a pain.
What do you think of the current state of culture flipping and the influence victory in the game? It seems too easy and not interactive enough right now. Are these just balancing issues, or is there a chance the system might change before gold?
[quote who="wbino49" reply="13" id="3534448"] The more I think of it the title should have been will VALVE kill PC GAMING AS WE KNOW IT? [/quote] Nah, if anybody does it will be Microsoft. They have a bigger monopoly on PC gaming than Steam does and a more vested interest in converting players to consoles. There are certain kinds of games (including MMORPG and MOBA which are the biggest money makers among PC games) which will never work well with controllers as we know
[quote who="sonoyuu" reply="5" id="3532056"] I have no plan to submit a ticket as the problem is not on our computers, it is in the code, I don't need personal help, I need to see this problem that affects many players fixed via a patch. [/quote] Submitting tickets is how they find and correct the problems in the code, they are not just for individual problems.
+1 for resume button, since this is probably what players will want to do 80-90% of the time they are starting up the game.
Here is the thing, once you start conquering and colonizing worlds, you are essentially a major. The only paths to victory for a true minor would be tech or ascension, both of which would consist of optimizing one planet and hitting the turn button a lot. Go ahead and mod it in if you want, but it doesn't sound very fun to me.
You can sort of do this through modding, but not in-game. Paul has said that he is concerned that allowing players to design fighters would be really hard to balance.
[quote who=" Lord Shadow " reply="3" id="3530294"] Well I guess nobody would say that he/she wants more micromanagement but people should think about this. This is indeed turn based strategy and one well thought carefully executed with loving hand micromanaged turn should reward you compared to people that just make 5 clicks and hit "turn" [/quote] This is an excellent point, and one of the reasons Paul has said that the governors won't be super robust. It is important t
I like the basic idea, but I'd rather see what can be build that what has been built.
When you were designing ships and parts for GCIII, which came first? Did you design ships, then break them into parts; or did you design parts and them find interesting ways to assemble them in the designer?
Take as long as it takes to get it right. I'm already hooked, but 1.0 should be in a really good state.
I personally don't like the idea of having closed borders in the form of auto-war declarations. Increased diplomatic penalties would be work though, and perhaps even some version of a cold war state where if another civ's ship is in your territory you can destroy it without declaring war on the ship's owners. I do like the idea though that space is exponentially more difficult to patrol and monitor then land, so interstellar borders are near impossible to enforce.
[quote]I haven't heard or seen any definitive answer if there was going to be closed boarders implemented. [/quote] They have said essentially that the borders you see in game designate the reach of your cultural influence, but actual political borders in GCIII do not extend beyond the orbit of a planet. Unless they change their minds, there will almost certainly not be closed borders in the game at release.