adamb1011

adamb1011

Joined Member # 6156329
5 Posts 181 Replies 678 Reputation

Fwiw, I think 5 is a harsh review. But I don't think it's worth more than 6 or 7 right now. Game feels fundamentally unfinished and unpolished, and really lacks "soul". There's a great background story but it's not being told. The leader system and events is great in theory- but where's the emotional connection to my leaders? The anomalies are cool, until you have seen them all once (takes about 1-2 games). I don't care about the tech tree that much mostl

32 Replies 112,240 Views

Honestly what the game lacks is content, not mechanics. It doesn't need more dev time, it needs creative flair to bring everything to life. Adding hundreds of leader / random / survey events, flavour text for each technology, a detailed background for each citizen, etc would just bring the game to life and make people "feel" like they run a space empire vs just playing a game. The game feels soulless because it IS soulless. I had the same criticism months ago that I do now - a

32 Replies 112,240 Views

On the traits, I think these need more than just a tooltip. I'd recommend taking the user to a dedicated screen where they can explore the traits properly. Also, I think rather than just some copy when you first arrive in your new game (last screen), I think giving each race a dedicated cutscene introducing the player to the lore and motives of the race would really help improve the immersion and set the scene for the game.

8 Replies 64,232 Views

Overall feedback The sector system works spectacularly well, so big kudos for that one. It feels like islands in civ games - the thrill of exploring a new island vs just bland homogenous land mass. Easily the best part about galciv4. I find the economy system really hard to understand and optimise for. Building planet upgrades takes forever, and feels like it adds such a marginal gain right now. I think this could use some more work. In theory I like it, but in p

23 Replies 54,371 Views

I was pretty excited to see todays announcement! Despite playing Galciv3 for about 700 hours, it got me thinking about why I wouldn't rank it my favourite 4x Probably my favourite 4x game ever was alpha centauri. While there were a huge number of things that made that game great, especially given how dated it is, I think the real key to its success was the attention to detail on the lore. Every tech had a cutscene and detailed description. The races and personalities were so w

51 Replies 204,252 Views

Played a game on the new Feb 5th update. Immense map, about 16 races, normal difficulty. Its worth noting that in Vanillla and base Crusade I play vs gifted with ease. I havent played in a few months and decided to give it a try. The new AI is a BIG improvement, especially earlygame. They are definitely much better at producing fleets, pressuring the player, etc. I felt like normal AI now was slightly better than the old gifted AI. Huge improvement. However, like befor

74 Replies 298,941 Views

Broadly, I feel like benevolent bonuses on planet colonisation should be more long term focused, where malevolent should be short term gain. It's already like this to some extent. The pragmatic events could sometimes use improvement - they sometimes just feel like a halfway choice between benevolent and malevolent and it would be good to see them get some character of their own

27 Replies 209,613 Views

Anyways, this is hardly a surprise. Google, like Facebook, use their enormous market dominance to squash any competition, and regularly advertise their own products ahead of the competition. When the company itself is clearly guilty of biasing search results in its own self-interest, its not surprising its employees' join in the fun. The fish rots from the head.

56 Replies 439,664 Views

I kinda disagree with the idea that population and production don't scale together. They definitely do! Possibly in a better-than-linear way. Assuming the population lives at a roughly equivalent level of wealth and technological sophistication. Real world example is Australia and USA. Roughly equivalent standard of living and economies, but much higher USA population = much higher gdp. Which raises a point - maybe in the po

37 Replies 91,306 Views

Alpha centauri was a masterpiece for its time, and possibly one of the greatest games ever created. It was polished - although not balanced. That said, did firaxis ever make a profit? Who knows... I do think that one cheap way to add polish and depth is to hire a dedicated content writer or two. They are not expensive and add loads - just check out all that juicy flavour text in SMAC that really makes the game

97 Replies 438,388 Views

The reality is that polish takes developers, designers, etc and these people expect to be paid monthly salaries. If you are too cheap to support the game ($7 is like 2 pints of decent beer a month) and the people who make it, thats fine - but I don't ever want to see you whine about polish, quality, etc. Because without subscription models, the frog is exactly correct - people pay for half finished features, not a polished balanced game.

97 Replies 438,388 Views

Just how terrible are missiles? I would argue that to be balanced, they need to be mathematically worse than the other weapons, because they get the first strike (highest range). And that first strike can significantly deplete an enemies fleet before they start firing if you have enough firepower

10 Replies 25,980 Views

Interesting article. Why don't you try offering a subscription model for a game? Ie pay an initial cost ($40), then subscribe $5/mon in exchange for regular new development and polishing etc. That way you can scale up or down team size based on game popularity. For example if galciv has 20000 paying subscribers, at $5 per month, then you would have maybe 50k per month to spend on salaries to build galciv. This could then be scaled up or down

97 Replies 438,388 Views

I hate to rain on your parade, but I highly doubt that a space battle would be in any way similar to a ww2 naval battle. The whole concept of broadsides etc only make sense in a close quarters naval battle. Even today's naval battles are fought by aircraft and over the horizon missile cruisers. The distances involved in any realistic space battle would be immense. A big advantage of missiles is that they have no firing arc, while a ship with energy or kinetic weapon

8 Replies 20,624 Views

There's actually a really easy way to fix this problem. The primary issue is that wide is better than tall in almost every part of the game. This is caused from the fact that population growth is independent of current population. Fundamentally, your economic strength is a linear function of your population. And your population grows at a static rate - on each planey that you control. <

37 Replies 203,385 Views