DARCA's Honest Opinion for v.51

No jokes. Just a serious feedback report before everyone goes combat crazy (,including myself).

After playing for hours I have complied a (long) list of bugs and suggestions, despite the game freezing every five turns due to a screen freeze bug. Hopefully I will play more in the coming days and examine things like the tech tree more.

So here is the good and the bad;


 

 

1. The sound track is a A++. In all screens and environments it sounds great and sets the mood. No problems there.

 

2. I am having trouble seeing the little icons on the techs. Its hard to tell what it unlocks or if the improvement is a 1pp. This is a major issue because I can see people getting frustrated and losing interest in playing soon after a start due a difficulty in finding relevant information.

 

3. Techs ages are holding back my research, even more so now that there is tech trading, more techs, and more ways to increase research. Tech prices increasing is annoying too, and makes catching up or getting ahead in techs harder. 

I personally like the look of ages in the technology window and would like to have them, but greatly dislike the hard cap on research. MAY I SUGGEST that it becomes a soft cap, and in turn effects other game elements in a strategic way.

 

4. It is faster half the time to just build the improvement I want instead of having to go through all its perquisites. It would save turns, time, and I imagine it adds to RAM usage.

 

5. Life support isn't worth it to research. I can always build a starbase highway to get to a distant cluster but most of the time I don't have to because a habitable planet is close enough. Most maps are small in size and a bit of range is all I need. If there was a more substantial strategic reason to use life support, like more life support would increase the repair rate? That would be a improvement.

 

6. Tourism is weak. There is not a viable strategy in researching or building anything tourism related when compared to wealth improvements. I believe it's because tourism is a isolated game element. If it effected diplomacy that would make it more attractive to players. If trade routes increased tourism that might help.

 

7. Ideology is being reworked I know. But remember bonuses NEED to be distinct, unique, interesting, and ultimately have the potential to change the game. Giving a race a free colony ship is pretty useless, but the idea that it changes the game beyond mere bonuses, that strategy and exploitation is possible is the right direction. Cool things like enemy ships losing 10% of hp in ZoC (Pragmatic, Malevolent). Or each planet improves in quality (Malevolent). And all planets improve in influence by 50% (Benevolent). Those are good creative ideas and if there will ever be more ideologies then this must be so.

 

8. There have been many UI and managing suggestions and I support most of them, as they all sound good. But someone recently suggested that if the player could group star systems into regions and give orders that way it would make large Empire management easier. I think that idea is as good or better than starbases was. I say this because currently management its hard and un-fun on to do on anything medium in scale.

A wise goal would be to have rewards match the scale of the Empire. I shouldn't be bothered with personally upgrading ships, moving sliders on planets, placing improvements in the optimal tiles, or moving a single ship and repeating this every turn. Instead it would be ideal to have regions, and more automation instead of having to go to every planet like Santa clause. I don't want to be bothered with everything all the time and anything I don't manage personally should get automated for that turn.

 

9. UP exploitation prevention doesn't have enough room for its text.

 

10. UP diversity in trade has a typo, "with each all" makes no sense to me.

 

11. I was fortunate to be the chair of the UP in my last game. As it is now known to me first hand, the EPA sucks. Please remove proposal or modify it so only a certain class of planets are effected.

 

12. UP Interstellar patent board sounds like it would be a unwise decision to propose, and I think it needs rebalancing.

 

13. When having a UP meeting with a lot of races or in the diplomacy hub, it would be ideal to have a number bar for race relations and a icon for mood etc. That way I could see relevant information about a race without having to scroll over them.

 

14. The UP is good in its implementation as a whole. It is fun and significantly effects the game, more so then other games I've played. It can only get better. I can't help but add that a galactic event where the UP is unavailable for a time, or would be interesting. Only by researching a special tech would it come back. That would be fun.

 

15. The Krynn are not a new race, but they feel new...fun. Maybe it's the original ship parts, tech tree and all around newness of race that gives that feel. I did not feel that way with the Terran, Drengin, and Altarian due to the popularity and familiarity of the three. But I will expect to be "wow'd" by the Iconian, Thalan, and even the Yor in the coming days since my hopes are high and I have every reason to feel that way.

I look forward to seeing the Krynn have there own ideology in the future, I will patiently await there DLC and converting people to "The Way."

 

16. "What will you give me for this." And, "What do you want for this." are needed dialogue options in diplomacy. It makes trading easier, faster, and better. Like they say in business, " my time is valuable."

 

17. There should be Ideological references in the casual diplomatic dialogue and when declaring war. Its more immersive that way, and it would feel rewarding to call the Drengin out for there atrocities.

 

18. All Leaders breathing animation is way to fast, slow it down to a more realistic level. Please, it looks like someone is knocking on Lord Kona's chest from the inside trying to get out.

 

19. If not planned, I believe allowing custom designs made for one race, to be usable for another. e.g. making a custom Iridium ship should be playable for when I am the Terran or a custom race.

 

20. There might be a need to have incentives for multiplayer. I don't like seeing empty lobbies.

 

21. There is a tiny Stardock logo in the lower left corner of the title screen that is a button for something. I JUST noticed it so that tells you something about the effectiveness of its placement. I would recommend moving whatever it is to the list of menu options so it's adequately visible.

22. I like using missiles in combat but was mostly a personal choice. However that is not the case anymore, more people are going to pick missiles because of the superiority or the bomber design. With just first tire weapons and defense we get three premade ships, one for each category. The sniper cost the most at nearly 100 manufacturing points and 4 laser attack. The gunboat cost about 75 MP's and has 6 gun attack. The obviously superior bomber is about 30 MP's has 7 missile attack and 4 PD! Who in their right mind would build anything else?!?

I will say that the overall balancing seems good, some defenses and weapons cost more, some do more damage, and some are smaller In the end it seems very strategic and balanced.

 

23. The Kyrnn are a fun race as I've said, but they do need a bit more parts to design with. They have way to many cube looking parts. The same might be for the Iridium too and there triangles. When comparing both races total parts to the Terran, they still would not have as many in number. They need more wing, engine, bridge, and bow parts so ships can look more varied in design.

 

24. Lets face it, out of all the things us humans would be in the future, it would be horny. What ever the galactic standard of reproduction is we can blow it out of the water. Humans are literally fucking fertile. To that end, Earth should have more people than 10 billion in the 2200's. Even though I know this is just a game, this is not another uniform alien world, this is Earth, we can't help but think about it in a different way.

It is entirely possible I am over thinking this, but it would at least be more immersive to have starting population vary from race to race. It was strategic and immersive to know the Krynn had three starting planets, it does not sound like a big deal but when you add up all the tiny stuff like that and what I was suggesting along with everything else, that is what makes a good game into great one.

 

25. There is a typo in the victory screen. Influence victory says it requires 69% of the map to win but the description mentions 76%.

 

26. Changing victory condition mid-game is really cool. I like it.

 

27. Time victory is not listed in the victory screen. It is a nice feature and if there is plans to get rid of it for some reason, one reason to keep it would be that myself and others like it.

 

28. Oddly. During a game start near a corner, I could have sworn I saw a red star generated OUTSIDE the map. For the first turn of the game there was a red star and in about one second it faded away. It was odd to see. Was it a game effect, like a supernova explosion or a fluke?

 

29. The tech victory is more interesting than before. I am going around the whole tech tree and building which makes it dynamic, interesting, and fun. Good work, I don't usually play with tech victory on (because I couldn't play after victory before) but I might try it now. It certainty sounds more interesting than other games free for all race up the one tech tree. Again, having to research three techs across the whole game is like taking a tour through the whole game like unlike most do in a single session, and I believe it will be showcased beautifully because of this.

 

30. Why do some (/most) components have a decimal? Stellar folders give 7.5 movement points? I don't get it?

 

31. Techs in the diplomacy window would be better off color coded. I cant tell what all 280 something techs do, even if the name gives me a hint as to what it does. Having them be color coded would help players process what they have and what the other race has more efficiently.

 

32. When exiting the diplomacy screen I should be brought back to the "diplomacy hub" after clicking "That is all" so I may view more races. Instead I go back to the map.

 

33. A confirmation is needed before declaring war, accidents can happen and its just smart.

 

34. A confirmation is still needed before clicking the "reset all planets to global spending" button in the govern menu. It is a very powerful button and needs to be safe guarded.

 

35. I would like the slave labor treaty altered to be slightly different from others it has similarities with. I think a soldiering bonus is needed over a economic one, and a race like the Altarian's should never agree to trading with one as it is not in their Ideology. There are other treaties that I feel should be influenced by ideology as well, like the trade, and cultural treaties.

 

36. Lastly. I believe that besides more automation in various areas the turn button should be accessible from the Govern menu. It is not the same as other menu's in the way that it allows you to view everything you have and give mass orders relatively easily. It would not be hard to imagine finishing turns from that menu so it should be possible.

 

IMO

 

DARCA ;- )

7,666 views 25 replies
Reply #1 Top

Wow that took a loooong time to write and edit...and to be serious for so long is a new personal best for me. x_x

 

(why is my avatar still red, I thought I changed it to a black armor version!?!?! XO )

 

 

 

Reply #2 Top

Good list! 

Congratulations on your personal best!

Reply #3 Top

Excellent breakdown Darca. 

 

I pretty much agree with everything you stated. 

 

Giving the Krynn 2 starter planets feels a wee bit over powered though. Have you tried following the Path>? It is really overpowered, I mean really overpowered. Paul needs to set its 2nd upgrade a bit further back in the tech tree or increase its cost. The +3 and +4 to EVERYTHING around it is crazy good. 

Reply #4 Top

Wait, tourism is weak???  Thanks to tourism, I've often been able to run 0% wealth and still be making a couple thousand credits per turn.  Unlocking tourism generally corresponds to a several-thousand-credit income boost.

Reply #5 Top

Quoting Tohron, reply 4
Wait, tourism is weak???  Thanks to tourism, I've often been able to run 0% wealth and still be making a couple thousand credits per turn.  Unlocking tourism generally corresponds to a several-thousand-credit income boost.
End of Tohron's quote

From what I've seen, tourism is nice to unlock, gives you a lot of income, however building any tourism improvements is a bad choice, as one is better off going with population improvements. Research wise it's usually a waste to spend time researching tourism stuff.

Reply #6 Top

Have you seen the money from wealth improvements? It's straight up, and its what most people research and pursue because they know it and trust the results. I have witnessed your point and saw it does make money like trade routes, but wealth improvements also increase morale early on in the game which is another reason to use them instead. If tourism was tied to morale or made more noticeable I think it would be a great element and I would incorporate it into my wealth based strategy.

 

Reply #7 Top

I like the idea that Tourism will affect diplomacy directly and for a positive. Tourism should also give returns of happiness via wealth but segregated so we can see a value in both income and happines/production.  

Reply #8 Top

I was able delve into the game and tech tree(s) a bit more, and had fun doing it. One short story first.

I used to generally not do well in strategy games, but since features were eased into the game it has been easier to become a better player and learn pro tips and tricks. If this way of learning were to become the foundation its tutorial, then it would be a very fun and effective one. People can only learn so much at one time. Flying through every tutorial or reading every guide will only do so much, as I have personally experienced. I read the galciv wiki and read the forums till the point that I knew what I wanted to spend my race points on! It did not help me nearly as much as I thought, reading and playing are different.

The most effective tutorial I've encountered was civ4's. It starts you on a nice peaceful map and visually walked me through everything important in the game, it made sure I knew what it was teaching and then let me apply it soon after. I could even keep playing and experiment on the map after the tutorial as over, and there were two other civs I could declare war on! That type of tutorial is exactly what I am talking about. I took my very first turn in the TBS genre in that tutorial and it was good enough to keep me playing and love the genre many years afterward.

--------------------------------------------------------------------------------

 

Now for the other stuff!:

 

 

1. I want to be able to zoom out more.

 

2. I am having very low FPS, between 5-20 but 10 is average. Its like time slowed down.

 

3. I had NO IDEA precursor relics are the same as resources were in galciv2, I thought they were super anomalies and I don't typically play with those. I am glad they are back and I look forward to using them soon.

 

4. Morale bonuses (and the game) would be better if they scaled with the morale percentage. So; 82% morale gives me a 10% bonus in its respective categories, but a 85% morale gives me a 25% bonus. It would be fairer if a 82% morale gave a 32% bonus which is relative to how much over 50% morale it is.

 

5. A Ideological galactic "The Scout" is unbalanced. It is when a ship from a mysterious advanced ship with a cloaking device breaks down in orbit of the home world and we get three options, I know I picked what most people would too; +20 Benevolent, +2 Sensor Range for All Ships; +20 Pragmatic, +2 Sensor Range for All Ships, Unlocks Cloaking Device; +20 Merciless, +50% Engineering Research, +10% Espionage. I picked Pragmatic because I GET A FREE CLOACKING DEVICE TO REAK HAVOC WITH!!! I think this event should only happen in a certain tech age so we know for a fact it can't be abused too soon. The malevolent one is good too, half-off all engineering tech isn't bad, but benevolent needs something a bit more tempting, like 25% engineering or some money for helping repair the ship, anything. Over all its a nice event.

Can the AI get these events? If not I think they should, and if they do it should become interactive. Lets say ideology events don't happen instantly, lets say you have ONE turn to think about it, AI too. I would like to talk to the recipient of the event and see if I can get the leader to pick something different, the same I would like races to do to the player, make a deal. Of course the Yor would never pick benevolent, but switching them to pragmatic would be very immersive at times.

 

6. The AI should never sell me found war ships early in the game. I bought a lost defender from the Iridium for less that 100 credits (they had  one other lost war ship) and a "malevolent" thought creped into my head. Why don't I destroy their Empire! Shipyard and all only 10 or so turns into the game.

 

7. Credits per-turn is broken. I traded for a gunboat for 2 credits a turn when I was in dept. And I can cancel the deal immediately without my relations being hurt. http://postimg.org/image/d9x35eukt/679ba9b0/

As you can see they were wiping the floor with me, but I am DARCA. How do I cancel credits per turn deals? Maybe they should last for ten turns? Also I think changing the dialogue, "This is fair." to something less absolute, humans will always get a slightly better deal so by the AI saying that it is ironic and shameful as it emphasizes its ignorance.

 

8. There is a really good feeling about the game already, very immersive, it reminds me of Mass Effect. Galciv came before it but I can't help but like the idea that this is ME the TBS, which is good since ME was a very immersive Si-Fi. Very good omen IMO.

 

9. I can't see the cost of any components in the designer, I can see the maintenance, but cost is even more important.

 

10. I wanted to say that I haven't used the designer a much as before in my last post, but didn't know why. Now I do, there is no button to move parts. A move part button would help tremendously in saving time adjusting part locations. Offset is for precision placement of parts, but many times I want to move a part to a totally different place at its current angle and size without having to start over. Instead I must fidget with the offset axis and sometimes rack my brain to remember what button moves the part the direction I want and it takes so much longer.

 

11. If I am in the shipyard and I click the designer button and then to exit that screen we have to click "done" which takes me back to the main map. I want to be taken back to the shipyard so I can finish my business and choose ships t build without having to do extra clicks.

 

12. What's wrong with green stars? People like the color green (not me particularly) but there are so many other colored stars in the game why not green? Simi-related to this, how do Dark Stars sound? They are stars with traits like planets but the trait is related to radiation so it sounds cool, its very Si-Fi.

 

13. Prairie land is "suitable for building just about anything", and is "nothing special". May I suggest adding one or two extra terrain variations like grassland and mild hills. Because having a break in concentration is important to prevent repetition. On a desert world I'd like to see desert tiles, not prairies not only would it be more immersive but un-lame.

 

14. Can anyone else see the particle effects of black holes through the FOW? I do, and I know not to explore them. I know there is nothing to explore there and anytime I see the tip of a black hole I go away, because anomalies don't spawn close to them, and I know only anti-matter spawns near it. If there were a chance of something to be near them, something I couldn't predict, I would explore them like anything else.

 

15. I hate tech ages right now but...I can unlock large hulls in the first age. Ironically this means either a) it was a over sight, or b) it doesn't matter because high tech prices are what really keeps people from researching to fast and ruining the game pace. The old saying, "Bob can build it, but can you afford it?" comes to mind, even in the insane instance you slog through the tech tree for it in 50 turns, will it be worth it?

 

16. Assimilation treaties sound awesome, and dangerous to me. I imagine it means two civs become one, its more than a alliance, or maybe a team? The problem I see is that some people may like becoming one empire with a friend but it will instantly double the turn time due to the extra ships. Not to mention its losing a ally, losing a AI, which isn't really fun considering that diplomacy with a ally is fun and took time to build up, but you cant get it back. Something that is better than a team or alliance sounds good, but I warn caution.

 

17. I did not see a option to trade star charts, or did I miss it?

 

18. Why can't I have a culture focused on production, in "cultural focus"? My three choices are wealth, research, or approval bonuses. Production is one of three basic strategies in the game and is its core in the economy, so about 1/3 players focus there "culture" on it. So it makes more sense to have it instead of approval.

 

19. From the looks of it this game is giving more at release than most games give in there life span of dlc and expansions! Really honestly. The tech tree is PACKED with tools and cool things that really put the X in eXploit.

eXtermination is expected to be epic and noteworthy. I look forward to it.

eXpansion is actually more than a mindless colony rush and can be manageable if the right amount of automation is applied, and I think it will.

eXploration is obviously fun in the game since WE CAN BUILD SHIPS! And we have maps that can hold 100+ races and the map provides many strategic opportunities during war.

But I believe the true "super weapon" is diplomacy has some really cool shit in it that is very powerful, eXploitation at its finest.

This game has a fifth X, and that is for eXreme fun. Many will say, "Who is MOO?" after release.

 

20. When a colony ship is asked about its population load it should be auto selected since it is always the next ship to be selected by the idle button anyway, why not have it auto selected? Because I just have to push the button again anyway...

 

21. Orbital Specialization: the skilled star ship construction tech offers a 10% to military manufacturing. Since the tech tree is themed to have specialty techs offer bonuses in line with the branch's they open up, I would expect it to have something directly related with mining instead, as mining techs don't have any specialization techs already.

 

22. The same issue resided with enhanced production, a specialty tech for Planetary improvements. planetary improvement unlocks growth, food, and terraforming techs. I don't think it would be over powered to have it add +1 to planet class or social production.

 

23. This may sound weird, but I could* (I will not) nearly kiss you Paul, I have yearned for trade routes that give cultural, production and research benefits for years. THANK YOU AND EVERYONE INVOLVED!!! (Maybe we can extract some silicon or gold from asteroids next and make some money and reseach that way...)

 

24. On many of the tech trees, especially the warfare branches, tech bonuses were confusing to me. Some special techs like "focused beams" give two range bonuses (10%-20%) I know its for the only two beam weapons I've unlocked but how am I supposed to know which one? Many others are like that, I don't know if some bonuses are global/for a entire class of improvement or for a particular type of improvement like Xeno Research centers. Mysteries.

 

25. Specialty techs do not collapse when you open them and then close the tech tree immediately after that.

 

26. The average class of worlds are way to high, generally class 12 and higher, over 70% of worlds are of this class to start and a lot have special traits too. Now I have seen lower class worlds (like a measly class nine) and taken them over higher class worlds due too there traits, but there are just to many high class worlds, especially on bigger maps...and 8 planet star systems. http://postimg.org/image/7g5ax9gvt/459e43cc/

 

I hope this help you guys and gals at SD.

 

DARCA ;- )

Reply #9 Top

I sware I can type 100 words a minute, but I'm most glad that MY AVATAR CHANGED FINALLY!!! :rofl: :rofl: :rofl: :rofl: :rofl:

Reply #10 Top

A comment to the above, number 12 - Green Stars would be invisible to players with Colour blindness (, or at best be a dulled out grey I believe. (I am not colour blind myself but my father is so I am fairly vague in my knowledge) but Trichromatic colour blindness is farily common (being present in 1% of Males) and should be paid attention to by developers. I am not sure if this is the reason for the lack of green but it would make sense. 

As for number 6 - I love the concept of selling off outdated ships & stations to the minor factions in the game thus allowing you to build new variants (as resulting from providing resources or political advantage) at the new technology standards much in the way western countries do on earth currently, though I could see how the AI selling ancient/lost technology early game would be somewhat exploitable I do feel that such an option should be included but it needs to be costed accordingly.

Reply #11 Top

Quoting DARCA1213, reply 8

4. Morale bonuses (and the game) would be better if they scaled with the morale percentage. So; 82% morale gives me a 10% bonus in its respective categories, but a 85% morale gives me a 25% bonus. It would be fairer if a 82% morale gave a 32% bonus which is relative to how much over 50% morale it is.
End of DARCA1213's quote

This would be an excellent improvement. Superior in every way.

 

Reply #12 Top

Quoting DARCA1213, reply 9

I'm most glad that MY AVATAR CHANGED FINALLY!!!
End of DARCA1213's quote

And a nice one it is. :thumbsup:

Reply #13 Top

 

I have noticed a few things:

 

1. I cannot see the amount of production I am getting for planets or ship yards after I set the production bar for either. I could do the math to see how much I get after the percentages are set, but for every world...just to see something that should be in the planetary governors menu already. Seeing how much production I have left for improvements is important.

Also it would be nice to have icons next to the production bar, like they are in the Govern menu. I know it took me a bit to remember if moving it left or right increases shipyard production or decreases it.

 

2. http://postimg.org/image/67yz8ytdf/15ce4fa6/ bugshot1

 

http://postimg.org/image/7rc6watdp/e31b15da/ bugshot2

 

http://postimg.org/image/prxr2f0b1/cdd7b4da/ bugshot3

 

http://postimg.org/image/i1k7t9po3/737680d6/ bugshot4

Why is my approval changing when I only moved the production funding bar? Is it supposed to modify that?

 

3. Ever notice as a kid how hexagonal objects never fit into square holes? The same goes for the mini map, the map it self if hex shaped but the mini map is square so some of it can't be shown properly on it. I don't care what shape the map is square (Brad's favorite shape), or a hex (Paul's favorite shape), but I would like the mini map to work and look good.

 

4. The "Mutations" colony event is soooo weird!. And its a bit tricky to choose competently. It mentions something called local approval and regular approval. So what is local approval, its never been mentioned.

 

5. Will we be able to build multiple ships per turn from a shipyard, grated we had enough production? It was promised to us and helped sell the idea of shipyards to many of us way back in yesteryear, including myself. I will admit I was wrong about hating shipyards, they are cool but could be cooler.

Also, wouldn't it be nice if multiple improvements could be built per turn? It would make having to build perquisite buildings a easier thing to like. I think we have been made to build perquisite improvements first because it helps the AI in some way, but with the "multi method" it doesn't have to suck, it can hardly be noticeable, and people like me can stop complaining about it. ;- )

 

6. I think tourism profits should be able to be seen from the planet screen. It is important just like population or culture and should have its separate icon like them. (I haven't perused tourism yet, because I still have to research it in my current game.)

 

7. The "Alien cultural trash" colony event has a typo. "Offices" is spelled wrong.

 

DARCA ;- )

Why did Dracula go to a shooting range? To get a shot of blood.

And that is a joke I thought of in less than five seconds!

Reply #14 Top

 :O   Great Holy Detailed Analysis, DARCA!  That's a LOT of work!  Thanks so much for sharing -- I am learning much about the game details as you bring items up for question/discussion.  Interestingly for me, it is such details observed that make me more anxious to buy the game.  (I've done tons of XML modding in GC2, so my mind reels with possibilities for GC3.  However, gotta play first before I tweak! LOL) 

Btw: good avatar :)

Reply #15 Top

Your comparison to Mass Effect amuses me. I was playing Mass Effect for the first time during the Twilight of the Arnor playtest. :D Each sort of bled into the other as a result.

Reply #16 Top

I can never relax with so many things jumping out at me...Like a sweet dream or a beautiful nightmare.


Really:

 

 

1. In the list to the right on the main map (which I will call the governors list); it would be nice if starbases and shipyards had a shield icon so I knew it was defended like planets are in the colony list.

 

2. I didn't know I could set custom rally points from the governors list, I only saw a way to set rally points in the govern menu and it did not allow custom ones.  To me that isn't very intuitive because the same thing is in two different places. Why not have custom rally points be a option to be made in the govern menu.

Also I cannot set planets, starbases, shipyards, or ships as rally points. That would be intuitive compared to setting it one tile from them and having to move whatever I am moving twice.

 

3.I can't set most of the functions in the govern menu to nothing. So I can't tell a shipyard to stop building, just keep building something else instead. So I would have to manually shut down the shipyard(s).

 

4. Will there be more planetary projects? We have things like birthing subsidies for growth and festivals for approval, but nothing I saw for culture or production. I know tourism Isn't unlocked at the start of the game but there should be a project for it in the ideology or tech trees.

There would be nine projects in all if planetary defense, culture, trade, tourism, and production were projects in the game. Nine can be divided by three and there are three ideology trees. So two or more could be unlocked via tech tree or ideology, Ideology needs it more  as it is pretty bare and bland right now.

 

5. I colonized a dark red planet mixed with beautiful shades or purple, indigo, and violet. It was very pretty, I almost wish when going to the planetary governor I could see more of the planet instead. Sadly the beutiful planet had the "Active Core" trait and it doesn't display properly so the +50% manufacturing it gave wasn't visible. But A+ on making pretty, unique, and immersive worlds.

 

6. I love the free easy early morale I get from the Benevolent ideology. In fact I use it as one of my main sources of morale, with 10%s sprinkled in such convenient places like benevolence and the tech tree, my early game morale is always high as a kite and as a side effect it helps my late game too. I think the benevolence bonus is fine and should be left for people that are serious about the ideology. But their tree is currently filled with morale and influence for there first 3-5 planets, tiny stuff that should be taken out and replaced with the fun dynamic things I suggested in my other posts.

 

7. I think "Planetary spending" should only be a negative factor in approval. Making money makes approval easy and with other bonuses that are in high supply right now its adding to the problem (plus it doesn't really make that much sense). I've never built a morale improvement in contrast to beta 1 or 2 (whenever morale came out) when it was very hard to keep high compared to it being very easy currently.

 

8. In the planetary governors screen, it would be nice to have a button that links you to its connecting shipyard. I can do this in the shipyards screen, and govern its planets but not the other way around.

 

9. In the shipyard, I can govern planets connected to it by moving the production slider but I can't see how that effects morale. This might be more of a problem when play as the Yor? So having a morale indicator in the screen would help. If planetary wealth were to not modify morale like it does, morale would still have to be displayed as losing to much money still effects morale.)

 

10. Auto fleet joining is soooo annoying, really annoying. Just because two ships are in the same tile does not mean I want then to form a fleet! Disbanding them is hard too, I have to click the eject button for every ship which sucks if there are more than two. Vs, the simple disband fleet button that only appears when forming a fleet and is currently blacked out...

 

11. Tech ages are in my mind...again. Contrary to my previous games, I came no where near the age barriers when I completed the first age. So why would I have/want them still? I came no where near them in ALL four tech trees and still finished the age, so why would they matter to the player then? Why have them if the only possibility is I could be capped by it one game? I do not see a reason why the player should effected by them, when all they do is stay out of your way, and when you actually need to research something you aren't allowed to.

 

12. In the expanded tech tree it would be nice to have a sort of "back" button to the collapsed tree instead of having the done button take me to the main map. The collapsed tech tree is simplified, its where I can see my tech age progression. It would be better to have the tech age bar visible in the expanded tech tree as well. I view the collapsed tech tree primarily for comparing techs I want to research now and see info quick info on them as all the techs are closer together and thus easier to see. I use the expanded tech tree mostly for planning and strategizing so being able to move back and forth between the two would be ideal.

 

Malevolence ideology bonus has a issue, in its description near its end the words, "than any" trails off leaving the word "other" no place on the screen. At first I thought it was missing a period but after looking in the games text files I saw it was just not showing the last word. I was running the game on a 1600x900 resolution.

 

13. In the designer I can see how things add up; things like moves are shown when you scroll over them (+2 from cargo hull, +2 from hyperdrive plus, +1 from racial ability, and +1 from a tech). For hulls this isn't possible right now, as its total capacity is displayed is like galciv2 in a bar expression. So scrolling over it will not give you similar info like the other stats do.

 

14. For my last bug I will tie in a little story to give some context and help some people with design strategy.

When telling ship yards to build something different in the govern menu, it only applies to the first ship in the build queue (,this is likely the same for improvements too). I had three expensive game built constructors being made a shipyard, I had already made a cheaper version for use inside my empire which didn't need sensors or life support and was building them in another place. Instead I wanted all shipyards building the expensive constructors to make my new custom "short range survey ship" which was made to collect the growing number of anomalies in my empire. So I hit the buttons and thought it all switched, but it only changed the first in the queue leaving two constructors still in the queue. Watch out for that bug, and remember to bake price effect ships!

 

 

I hope this helps, IMHO.

 

DARCA ;- )

Reply #17 Top

DARCA, this is absolutely brilliant! Definitely will result in GCIII being much, much better. Thanks!

Reply #18 Top

sorry, double post

Reply #19 Top

I would normally be relieved that people agree with my findings but I am so pissed that my web cam has been hacked TWICE in one month, there's so many viruses and malware out there!!! As soon as I was turning off my laptop after writing my last post I saw my web cam was in the list of programs to close before shut down and there were all these odd numbers and letters next to it.

Hours later, all four bits of spyware and malware are gone, thanks to AVG. I've also changed my internet settings and won't be so quick to click on links "friends" give. But I am soooo pissed right now, I can't even sleep, shit. Good thing its a Sunday and I have football to watch. :)

Reply #20 Top

7. I think "Planetary spending" should only be a negative factor in approval. Making money makes approval easy and with other bonuses that are in high supply right now its adding to the problem (plus it doesn't really make that much sense). I've never built a morale improvement in contrast to beta 1 or 2 (whenever morale came out) when it was very hard to keep high compared to it being very easy currently.

End of quote
i disagree here planetary spending should not effect morale.  
Your a research/ manufacturig planet  IDGAF if your not making money thats not what your supposed to be doing so quit whining that your not doing what your not supposed to be doing and build me a better ship

i have economy planets to make money so you can focus on research/ manufacturing. 
Reply #21 Top

Quoting DARCA1213, reply 16

4. Will there be more planetary projects? We have things like birthing subsidies for growth and festivals for approval, but nothing I saw for culture or production. I know tourism Isn't unlocked at the start of the game but there should be a project for it in the ideology or tech trees.

There would be nine projects in all if planetary defense, culture, trade, tourism, and production were projects in the game. Nine can be divided by three and there are three ideology trees. So two or more could be unlocked via tech tree or ideology, Ideology needs it more  as it is pretty bare and bland right now.


End of DARCA1213's quote

 

There is already a project for influence, but a project for production wouldn't make sense, since projects take a planet's social production and convert it into something else.  Meanwhile, a tourism project would just be something that converts production into credits, something that the Economic Stimulus project already does.

I like many of the other suggestions, particularly building multiple ships and improvements per turn.

Reply #22 Top

Exactly, so who's to really say what ever I focus on shouldn't raise approval? I've seen techs that change this in approval branch, but it would only make it even easier to manage approval if you always got a bonus no matter what. I know giving a approval bonus for any of the three focuses would worsen the problem, but having some extra negative factors would make it more relevant again.

I agree with you on the matter although I differ in the way that if a planet is losing money via maintenance, then it should effect morale for no better reason that its the most sensible way to make morale a challenge. Though the actually percentage it effects morale could be adjusted so it is less than what it is now.

The Ravens winning today made me happy, so getting hacked yesterday isn't that bad anymore! ^_^

;- ) 

Reply #23 Top

Personally I hate the approval system, as Emperor I shouldn't have to build the peasants entertainments, I'm concerned with macro scale improvements(industry, research, economy), the military and foreign affairs.  If I have to deal with approval, it should be based on domestic policies not that I built a damned stadium.  Not that anyone seems to agree with me on that point...

 

I see both sides of the argument on maintenance costs affecting morale.  I'm not happy my state and federal governments are running a deficit, so I can see people on a research planet being unhappy that the planet is loosing money.  Then again if its paid for from the empire budget and that is running a surplus I wouldn't be too worried about it.  I've recently been preaching have it your way in the forums, I think Darca's preference is going to how the game will ship but it sounds like just about everything can be modded so more likely than not someone will quickly mod local(planetary) morale to not be penalized for maintenance costs being paid from the empire's coffers.  Having said that it makes no sense that in an empire that is highly specialized between worlds to be upset about maintenance costs not being covered by the planet when those buildings are Imperial projects.  So long as the Empire is in the black, consumer goods and services are flowing and the planet isn't in danger of being invaded why complain?  Tourism grants income to all planets iirc, why not have all morale effects be global as well?  I would prefer this to be an option at game start, do you want to placate every single planet or just the empire at large?  So Stardock, please give us this option.

Reply #24 Top

Real quickly:

 

1. The solar power plant is useless. Its unlock at the same time of the mega factory and the manufacturing capital by the tech advanced construction so there are some choices to be made. The mega factory is the third tier of factories and gives a 40% bonus to production. The Solar power plant is the first of four one per planet improvements that ends at the quantum power planet that gives a 150% bonus, researching these techs are a investment. The think is, the SPP is going to be pointless to build, when you can build a unlimited number of mega factories for a better production percentage. The very next Tech in that line (and the last available in the first age) unlocks a improvement called the fusion power planet giving 50% production at the same cost as the mega factory, with substantial adjacency bonuses, it is worth building.

So my point is, how many SPP would you build when you can research FPPs in 5 turns or build a unlimited amount of superior mega factories till you do research them? I sure am not. Not till I research practical fusion with the FPPs. I would remove the SPP from the game and move the other power plants down the tech tree.

 

2. Relics do not show up in the resources list. Its better if they are shown there because I can't see how many I have or see if trading one is wise.

 

3. Haven't seen any elium* (or whatever the stuff found in nebula are called) all game, and revealing the FOW shows none spawned even though I have name nebula and other strategic resources everywhere.

 

4. Research and cultural relics are too similar in color.

 

Now back to my game! The games way funner now I have a Christmas tree. Lol