[quote who="Turkwise" reply="16" id="3520476"] What I want is a game that is fun, not dictionary definitions. I don't care how "Ideology" is defined, I care how it works in the game. Besides, the examples of mixing and matching in my post adhere to ideological principles, just not the way the game defines them. It's all about fun. Not dictionaries. Dictionaries are boring. Flexibility is fun. [/quote] yes well, given some of t
Taslios
The Definition of Ideology: noun , plural ideologies.
[quote who="Turkwise" reply="12" id="3520442"] That's what it did in Beta 3 and I didn't like that at all. Locking a player out, or penalizing for picking other tree's perks, is no fun and leads to the feeling that you have to chose X ideology when colonizing a new world or getting a mega-event. It takes the choice out of the choice system. If you're Pragmatic, and you don't choose the Pragmatic option, then those points are useless.&nb
This was originally from the Carriers are Overpowered thread. [quote who="Taslios" reply="50" id="3519702"] Quoting peregrine23, reply 49 Increasing the effectiveness of defenses would also make battles longer and more interesting and balance the larger ships that have the room to stack up defense
i like aerez4546 's idea of the sphere slider. If you choose Pragmatic for 10 then the other two areas should cost 11 if you buy the next Pragmatic then the other two should go up to 12 after the next Pragmatic the other two go up to 14 cost.. So then they pay 14 for the Bene thing... malevolent sh
[quote who="Gilmoy" reply="43" id="3520411"] I agree with the graphs (because I'm a graph geek) , but I also see that a graph-connected tech tree is itself a hackneyed same-ole idea that many other games have already done [e digicons];)[/e] I suspect that interconnections makes AIs more difficult to envision. How strong are the AIs in those other games? I love the random breakthroughs idea. However, it seems to require (or assu
[quote who="Space Voyager" reply="39" id="3520289"] Quoting Prophet224, reply 32 Finally on non-static tech trees - either SotS or SoaSE did that and it was fantastic. I mean truly awesome. You never knew what technologies you would have access to, particularly certain more far-out ones, or what your enemies might have. Hu
Bumping this thread as I really want to see this in the game.
I have to admit that I have not been paying as good of attention to the pod casts and forum as I'd like to have so this is not a complaint so much as a request for more information. Have the tech ages been explained? Like what the end goal for them is? Right now they seem like arbitrary breaks on research that do nothing other than prevent you from going too far down a tree too early. Nothing else seems to happen when you move into the "nex
[quote who="leiavoia" reply="17" id="3519786"] Stray idea: Add a "migration lag" to the triangle slider. This prevents shifting your entire economy around on a dime and adds strategic depth. It would take a certain number of turns to get the slider from where it is to where you would like it to be. More change = more time. It would automatically move a bit towards your target spot each turn until it finally gets there. [/quote] I like thi
my 2 cents... I still dislike the tech ages. I don't see yet any point for them to be there. they don't seem to add to the game in any way... the Ages in Civ2-5 make sense.. as you advance through ages the bonuses changed, the appearance of the buildings changed, the options available changed. In GC3 it seems it only creates an artificial break on researching... I'd much rather have an exponential cost increase than an arti
ooh yeah, I like that idea... Or even the basic Terraforming needing specific resources.. "Space Clay: This nutrient rich asteroid dust supports life in some of the most ridiculous environments. It will make any planet better."
[quote who="peregrine23" reply="49" id="3519691"] Increasing the effectiveness of defenses would also make battles longer and more interesting and balance the larger ships that have the room to stack up defenses against fighters and other small ships. [/quote] This in general. Especially now that defenses decay. if a base laser does 2 damage. a base shield should be 20 shield. so that it takes a few shots t
In reading some of the other posts on the economy and expansion models in the game I started thinking. Right now there are three strategic resources, There needs to be more. These rare resources need to be tied to more than just specials on ships. If galactic wonders, or some of the major planet buildings needed specific rare resources to function.. or to be built it would do several things. 1. The player would have to be more strategic
To quote myself from an earlier post... [quote who="Taslios" reply="6" id="3518712"] I wish wormholes could be exploited more than simply being a "penalty box on the far side of the map" A. when going through you discover new ways of warping space. B. They can be made permanent so you have a faster way to go to the far side of the map. C. some other random event is possibly triggered by them
#3 sorta is how the Krynn are supposed to work... they are a religion, not a race. For the rest of the races.. Yor and Dregin for example... not exactly par for the lore.
[quote who="Turkwise" reply="3" id="3519548"] You've got 10 manufacturing buildings with incredible adjacency bonuses and 4 research buildings without such bonuses. No matter how hard you try, those 4 buildings aren't going to produce more than the 10 manufacturing buildings. If you were to have it the other way around - 10 research with fantastic bonuses, you'd get a LOT more research than the manufacturing -> research project. It makes sense;
I dislike the idea that ships are purely military. Yes the way GC does the economy all shipyard production is controlled by the military production slider... but this is already a misnomer as colony ships are not military.. nor are freighters, or survey ships etc... In thinking about it more I think the best option would be to be able to build permanent "factory ships" that can go out and build stations. The factory ship constructors can be given se
Gal Civ 2 had Miner ships that would go out and mine the asteroid belts. Why not make the Constructors a Permanent ship similar to the way the GC2 Miner worked? it could go out and spend X many turns to build or upgrade a starbase/starport. Each constructor could then have a X level support value while traveling or not building and an X+Y support level while building... the more you build the more it costs you. <
I suspect this is a limitation of the beta. The autodesigner is updating the ships with the new technology... as the new ship is not the same as the obsolete one it shows up. For now we just deal with it, but i'm hoping this is corrected so once a design is "obsolete" it no longer gets improved.
1. Still in beta this is not an RTS so I am not sure what being able to hotkey would do. Can you provide examples? 2. Scout ships move in a outward moving circle from their point of origin... sending them off into some random location is doable simply by clicking on the ship and then right clicking the location you wish to send them. this is exactly the same as the shift click in starcraft... 3. Civ has set and defined upgr
[quote who="ThoseDeafMutes" reply="10" id="3518824"] Shouldn't missiles be the longest range in principle? Object in motion stays in motion, and missiles can accelerate, jink and steer into manuevering targets. Kinetics should have "unlimited" range but be trivial to dodge until you are relatively close. Beam weapons would be unavoidable within a light second or so, but because of blooming, be broadly ineffective at long distances, increasing in power the closer you got / decreasing
It would appear that the evil trait wins Playing as the Alterians I had the bene trait and could not get any planets from the Dregin or Yor to flip.
Thrusters are too big as well. or not effective... I think the thrusters need to do more/be faster. Each thruster basically takes away one weapon slot. So for four thrusters, you get four fewer weapons than you'd be able to have with a pure beam ship...
I tried that. To make a ship that has enough thrusters to get into range, one has to sacrifice fire power or shields etc... so by the time my ships could get into range they were already hit several times. Either the range needs to be increased or the damage... or thrusters need to be improved because right now the energy weapons are just "easymode" in comparison to the other two weapon techs... Either way, some