My opinions and ideas

I know that this WIP and that some things might change in the future, with that in mind:

1. The zigzag movement is killing me and with the slow movement and calm music is even worse. I hope this doesn't reach the end game. A magic warp/teleportation option (skip movement as it is now) is not a bad idea but I like to see how my ship moves (I like how it is in galciv2)

2. The "birthing subsides project" should be logarithmic instead of percentages. It would really give a boost for new colonies before the population can kick in it and, since it is a subside is not limitless (and make it cost a low quantity of BC like the output of the planet + 1 or 2 BC more, that is if it is not implemented right now, since it is a subside). I said this because the production is now affected by the population.

3. Since you introduced the idea of "levels" and "adjacent levels" in tiles/buildings I think that is a must that you can choose where you want your capital be. Or at least have a much better placing algorithm than just "random", something like: it must be on a free tile (free from bonuses) and with at least one adjacent free tile or a manufacturing bonus (I would use the last if I can because it is a nice bonus/boost to my new colony and I can destroy/rebuild for a new better building later on). 

4. The speed of the scout ship that is given at the start should be or faster or with much better sensors (or both). Although it is a nice addition I do not find it that useful in the short-medium run because I ended exploring with colony ships. Also, it makes sense that a scout ship should be way better at scouting that a colony ship  ^_^ .

 5. Jack of all trade star bases: since you not loner can build a star base in the influence region of another star base it would be good if you can build a multi-purpose star base with added cost per section (economic section, tourism section, etc, etc) and the number of adds could be limited by technology or/and intergalactic laws.

6. Allow to have more than one technological/manufacturer/economic capital (if added at all) limited or by the galaxy size or by the influence of such capitals (the same way it is now with star bases).

 

That is all for now.

 Edited to add some more ideas/opinions.

2,345 views 4 replies
Reply #1 Top

No one will see the edits unless you make a comment, otherwise it falls to the bottom and the devs can't see what you wrote.

 

DARCA ;)

Reply #2 Top

I strongly agree with points 2 & 3. On ship movement looks funny in some videos I've seem when going straight up or in any totally straight line. I call it the waggle dance. Because of the hex based map its hard for them to fix.  But what I found is that when playing I rarely see the waggle.

Reply #3 Top

1. I agree. People have said it looks weird because it is.

2. I agree.

3. I haven't seen a person who didn't want this.

4. I think the survey vessel should have a laser and shield. Why would we trek the stars and not be armed? :) I also agree with #4.

5. I didn't know there was a exclusion zone for influence starbases. Maybe it will be one or two tiles. I hope.

6. Are you insane?!?! Lol. It makes sense and I would like to have that idea implemented.

nice contribution Chepelink.

 

DARCA. ;)

Reply #4 Top

I read the document regarding ideologies in the vault and I can say that seems balanced in most parts, and I found some of them useless or unbalance depending on implementation.

In general:

- Setting numbers are the worst thing to do with an ever-changing size galaxy. The first 3 planets or 50% in your home planet it's too nice in tiny galaxies and too useless on larger. On the other hand using % are better because the number adjusted by the size and number of planets in the galaxy. Things that fall in this category

  • Free ships/planets (small and competitive galaxies are too advantageous, and in larger aren't worth it).
  • Unless trade is going to be much more balanced with the size of the galaxy/number of planets it is the same.
  • Production increase in one planet, specially home-world. In larger galaxies your home world is usually at the safest but farthest point in your "territory" (especially if you take seriously your tactics)
  • Free tiles. Same logic regarding galaxy size.
-Penalties are better placed to other civilization by your spies rather than a passive bonus that cannot be removed or prevented in an active way (there are some bonuses that cancel each other making them pointless, specially if they are expensive).
 

Benevolence:

  • Tier 4 element #4 and #8: a well placed influence bases can suddenly eat more than half of the galaxy worth of planets in a"blink". Add #7 and you get "I'll eat you and you cannot do anything to prevent it" position.
  • Tier 4 element #1, if you refer as a wonder a "you can only build one per galaxy" thing, it is not a little unfair because of "random" events that give you benevolence appear "randomly"? (This is before your ideology buildings can kick in)

Pragmatism

  • Tier 4 element #2: Kill one of the best part of diplomacy.
  • Tier 4 element #8: Why? It seems that pragmatic are the best if you want to avoid wars or to be at war.

Malevolence

  • Tier 4 element #3: if the ships are too powerful I'll rush malevolence and kill everyoneo_O  and too weak are a waste of valuable points.
  • Tier 4 element #8: Too good, specially if you conquer 30 planets  and move your taxes to the extreme (Oh, I forgot, no taxes this time, right?)