Coloney Management and Fleet Managment idea.

References to " GalCiv III Economy 101" thread.

In the "GalCiv III Economy 101" thread, part of the discussion focused on multiple colony management.  This lead me to a fleet management idea and because of this I posted my ideas to a new thread:

From GCIII Eco 101 thread:

"Yes, it's per-world currently if you want -- there's a checkbox for "use civilization-wide settings" that you can override.

My bad on research example, thanks for catching that. Fixing."

From reading, the only thing explicitly detailed is that you can go planet by planet or by empire.  There was a comment about shift clicking multiple worlds to do those simultaneously.  The response from that was:

"Shift-clicking -- No, but that's an interesting idea. We have some ideas to let players assign production allocations to multiple planets simultaneously, but I'm not sure where dev is on those. They won't be in for alpha, at least."

I am going to suggest groups.  In Open TTD, you could assign multiple units (Think colonies in GC) to a group and then you could manage all units globally, individually, or by group.  Not knowing what it is you have in mind I am going to suggest the same be done here.  I could make a group, name it whatever I want, and then manage that group.  The group could have a check box to exempt it from global changes.  So that I could have say 5 worlds set aside for star ship production and have it exempt from global changes.  This would allow me to to tweak everything else as I see fit quickly and easily.

Also, grouping could be allowed for ships as well.  I could set all of my anomaly ships to one group for example and then give orders to them.  This would not be like a fleet.  My anomaly ships would still be all over and independent, but I could for example order them all to explore for now and perhaps order them all to friendly territory later in anticipation for war.  Also I could add fleets to a group or individual ships.  I could for example have a number of ships standing by at their respective worlds, and then unexpected war breaks out.  I can select my TF1 (Task Force 1) group and send it to the boarder, all the ships and fleets in that task force would then launch from their planets and proceed to the rally point without my having to click each one.  Also I could send my EF1 (Expeditionary Force 1) group the same way as I see fit.  All of these ships could have been assigned to a group as they were built and have been left at the planet of origin all this time.  War breaks out, two orders made, whole war machine automatically operates in coordinated manner.

War ends and I can set each group to return home and they will each go to their respective worlds, fleets made may break up and their individual ships go home.  One command and 100 ships respond.

Of course unlike GCII it should be possible to assign home worlds for ships if I need to change things.

Thoughts?

801 views 13 replies
Reply #1 Top

Are you the same person who suggested that very same planet production group thing on another thread recently?  I think this is a good idea for planets. It should be rather simple and intuitive to implement in the UI too.  Just have some scroll down menu on each planet where you can choose ( Default, Individual, Group 1, group 2, group 3 ) etc.. Groups could be renamed.  I am not too sure if it would really be THAT usefull in practice though but maybe. 

 

However I am much less convinced for ships. I would not be using it much. At least not from the way I am currently playing GalCiv II. For instance I almost never keep ships in orbit. I think it is much more usefull to keep them in fleets and I put them on Sentry at strategic locations. I also never use automate on anything except Miners in late game when I grow bored of microing them. 

Reply #2 Top

The ability to group things is always a great idea.

My original Shift-click idea was pretty sexy though if I do say so myself :3

Reply #3 Top

No, I didn't know someone already suggested something similar for planets.

In regards to fleets, it is a matter of how you play.  Lets say that you have all your fleets on sentry or strategic locations.  War breaks out and you need to move many fleets over to the other side of your empire.  You would have to click on each fleet and tell it go.  Even if you have a rally point you have to click on each fleet.

Or if you have your fleets in groups, you can select "North Force 1" and send it to a rally point and boom all those ships in the north start to move.  If you have two groups then "North Force 2" would stay behind, it could be every second sentry fleet or every other patrol fleet.

You would still be able to select individual fleets or ships and reassign them to "North Force 2" if you don't want to move them all or you could assign some fleets to "Reserve Force 1" and move them to an intermediate point.

I suggested being able to set a home planet for a ship, but how about a home patrol or a home sentry point.  When war is done you could tell "North Fleet 1" Ships to return home, and they would break apart from any fleets if needed and return to their previous patrol points.

You could do this one ship at a time, and that is how you would have to do it in GC2.  But it doesn't have to be that way.

Reply #4 Top

Quoting ParagonRenegade, reply 2

The ability to group things is always a great idea.

My original Shift-click idea was pretty sexy though if I do say so myself :3
End of ParagonRenegade's quote

No reason why we can't have both.  Shift click a bunch of planets from the colony list screen and add to a new group.  Or just adjust them as if in a group.  Very sexy.

Reply #5 Top

Im not saying it would be a bad idea or useless but I still fail to see enough benefits to justify this arguably complex Fleet group system.   In a RTS like Starcraft you really need groups to react quickly. But in a TBS, its all about microing.  Even in late game I do not have all that many fleets and I micro them carefully. I also typically do not have my fleets come back to where they were. They just carry one as the front gets bigger. Newly build ships replace those who moved on to the front and I merge damaged fleets together to ''Repair'' them. 

Also, I am a demonic player and I always end up in war with everyone at once. OR so it seems. I need to be everywhere at once, I cannot just take all my units and move them to a single place.

What would be usefull though for me would be to set shipyard rally point  for a whole group of planets in one click. Mostly for the hordes of Transports, haha.

Reply #6 Top

Quoting EvilMaxWar, reply 5

Im not saying it would be a bad idea or useless but I still fail to see enough benefits to justify this arguably complex Fleet group system.   In a RTS like Starcraft you really need groups to react quickly. But in a TBS, its all about microing.  Even in late game I do not have all that many fleets and I micro them carefully. I also typically do not have my fleets come back to where they were. They just carry one as the front gets bigger. Newly build ships replace those who moved on to the front. 

Also, I am a demonic player and I always end up in war with everyone at once. OR so it seems. I need to be everywhere at once, I cannot just take all my units and move them to a single place.

What would be usefull though for me would be to set shipyard rally point  for a whole group of planets in one click. Mostly for the hordes of Transports, haha.
End of EvilMaxWar's quote

To each his own.

Just elucidating the possibilities.

Reply #7 Top

Quoting EvilMaxWar, reply 5

 Even in late game I do not have all that many fleets and I micro them carefully.
End of EvilMaxWar's quote

Play on suicidal difficulty.

Then tell me you're not using many fleets.

Reply #8 Top

Quoting ParagonRenegade, reply 7


Quoting EvilMaxWar, reply 5
 Even in late game I do not have all that many fleets and I micro them carefully.

Play on suicidal difficulty.

Then tell me you're not using many fleets.
End of ParagonRenegade's quote

 

I said ALL that many, which means in numbers I deem acceptable for micro management.  What happens also is as game advances, Logistic upgrades make what used to be many fleets only a single big one. I use many Sensor ships to watch all enemy movements and put my fleets where they need to be. But then again I can win an all out war against Masochistic AI but havent tried harder difficulties such as SUICIDAL.

 

Reply #9 Top

Quoting EvilMaxWar, reply 8


I said ALL that many, which means in numbers I deem acceptable for micro management.  What happens also is as game advances, Logistic upgrades make what used to be many fleets only a single big one. I use many Sensor ships to watch all enemy movements and put my fleets where they need to be. But then again I can win an all out war against Masochistic AI but havent tried harder difficulties such as SUICIDAL.

 
End of EvilMaxWar's quote

Ever get the random event where the AI become godlike? Imagine that for every single AI simultaneously, with them sending literally thousands of ships at you relentlessly. To fight them, you need at least a few thousand ships up at once, and you need to replace dozens a turn. Even with a logistics ability of 60, my frigate fleets are 12-strong, so I still have hundreds of fleets. The kind of losses you sustain (unavoidably, due to the game's design) are, by all accounts, catastrophic. I remember once, in one week almost a trillion people were killed and a thousand ships were destroyed.

It's really fun. :D

Reply #10 Top

Quoting lecek, reply 3
In regards to fleets, it is a matter of how you play.  Lets say that you have all your fleets on sentry or strategic locations.  War breaks out and you need to move many fleets over to the other side of your empire.  You would have to click on each fleet and tell it go.  Even if you have a rally point you have to click on each fleet.
End of lecek's quote

No need to tell them individually. Just press CTRL and draw a frame around all the fleets, then tell them to go.

Reply #11 Top

Quoting ParagonRenegade, reply 9


Quoting EvilMaxWar, reply 8

I said ALL that many, which means in numbers I deem acceptable for micro management.  What happens also is as game advances, Logistic upgrades make what used to be many fleets only a single big one. I use many Sensor ships to watch all enemy movements and put my fleets where they need to be. But then again I can win an all out war against Masochistic AI but havent tried harder difficulties such as SUICIDAL.

 

Ever get the random event where the AI become godlike? Imagine that for every single AI simultaneously, with them sending literally thousands of ships at you relentlessly. To fight them, you need at least a few thousand ships up at once, and you need to replace dozens a turn. Even with a logistics ability of 60, my frigate fleets are 12-strong, so I still have hundreds of fleets. The kind of losses you sustain (unavoidably, due to the game's design) are, by all accounts, catastrophic. I remember once, in one week almost a trillion people were killed and a thousand ships were destroyed.

It's really fun.
End of ParagonRenegade's quote

Is that the event where some AI find some precursor device or something which will turn them increasingly more powerful each turn? I had this one a few times but it always seemed to hit the weakest civ and it does not help them in the end. 

Reply #12 Top

Quoting EvilMaxWar, reply 11
Is that the event where some AI find some precursor device or something which will turn them increasingly more powerful each turn? I had this one a few times but it always seemed to hit the weakest civ and it does not help them in the end. 
End of EvilMaxWar's quote

 

When you're playing suicidal and the weakest AI civ get's the godlike mega event... They're still already rocking an economy 400% better than yours as a baseline buff... It's not so much of a total game changer like at lower difficulties, but now rather than trying to climb Mt Everest you're trying to climb it in a blizzard while a malevolent god hurls a bigger and bigger bear at you each turn!

 

It's pretty fun ;)

 

Fate,:beer:

Reply #13 Top

 

Quoting Fate, reply 12


Quoting EvilMaxWar, reply 11Is that the event where some AI find some precursor device or something which will turn them increasingly more powerful each turn? I had this one a few times but it always seemed to hit the weakest civ and it does not help them in the end. 

 

When you're playing suicidal and the weakest AI civ get's the godlike mega event... They're still already rocking an economy 400% better than yours as a baseline buff... It's not so much of a total game changer like at lower difficulties, but now rather than trying to climb Mt Everest you're trying to climb it in a blizzard while a malevolent god hurls a bigger and bigger bear at you each turn!

 

It's pretty fun

 

Fate,
End of Fate's quote

Well, Suicidal sounds kind of fun. Recently I made a Yor game against Maso AIs and removed tech trading and bartering to increase difficutly ( I really used that a lot ) . But I still kicked ass. I had Captured the krynnian capital even before some of the Civs had their first Warship out.  ( Had 3x 25% tech bonus on planetery invasion ).  Maybe its time I move on to obsene. But Currently Im playing through the campaings to get in the mood for the story of GalCiv III and familiarize better with the lore.