Feedback on 1.3 and an epiphany...

So I realized that with 1.3 v2 you can go into each planet and adjust the wheel. However. I committed to play with ONLY playing via the empire wheel and not specialize each planet like most of us do. It is FAR harder to get what you want done. FAR harder! It feels much like it did in GCII where I would set my sliders to 25 production, 25 economy and 50 research. This was my most common setting in GCII and so I am playing with it now. Since you cannot specialize each planet you can literally jump around the wheel each turn rushing some buildings while trying to keep your economy afloat.It is making the game more hands on I think.

 

Now specialization will be done via buildings which as it always should have been. Want a production planet? Build factories. Need money build some econ buildings. I am playing on gifted and think I may have to drop down to normal as I think the Ai has too many bonuses for me to keep up but I am going to stick to it. I have only 8 planets and 1 shipyard. I need more shipyards.

 

Also some of the Factions available via the workshop were causing me to crash to desktop but that is another issue.

 

So I would invite everyone to try playing without tweaking any planets at all, just use the global wheel and see the ai surpass you quickly. I can see where planetary specialization is really a terrible terrible exploit in favor of the human player. The lack of planetary specialization brings us down to the level of the ai and keeps you from gaining a huge advantage.

 

I will give some feedback on how the Ai conducts war and invasions when I get to that point.

 

Can we bump up the ideology buildings to produce 1 point per 5 turns instead of 10?

 

Is Vidz war mod still viable in 1.3 or is the ai better now?

 

more to come....

10,966 views 8 replies
Reply #1 Top


Can we bump up the ideology buildings to produce 1 point per 5 turns instead of 10?
End of quote

+1 on that. 

I saw the planetary wheel go active after researching something, but don't remember what the tech was.  It's really hard for me to keep my mitts off of it, but I'm trying to use the global wheel and buildings like you said.  Full disclosure, I have 15 hammer planets at 96% manu and something like 3 planets that I specialized via the wheel for economy when it tanked.

I'll try to keep my fingers off the planetary wheel next game, but it's sure tempting when it's there and you see negative econ looming.

:) 

Reply #2 Top



...

So I would invite everyone to try playing without tweaking any planets at all, just use the global wheel and see the ai surpass you quickly. I can see where planetary specialization is really a terrible terrible exploit in favor of the human player. The lack of planetary specialization brings us down to the level of the ai and keeps you from gaining a huge advantage.

...


Is Vidz war mod still viable in 1.3 or is the ai better now?

End of quote

 

I feel the same way, to me the constant tweaking of the wheel breaks the immersion of running a galactic empire, with the huge inertia i expect it to have ... yet, as MottiKhan said, it is difficult to not use such a powerful tool when it is available to you...
I'll also try to play with the global wheel only, and commit to making only minor changes to it at each turn ... hopefully it will result in a far more entertaining challenge :)

As for the war AI, I have not tried it yet but I understand it should be fairly better

Reply #3 Top

The trick is to just build farms.

 

Farms are vastly more powerful than any other building if you don't have the planetary wheel. No only do they give their full benefit regardless of the wheel position, but they're also more powerful than any industrial building until you have 3-4 of them, too.

 

Let's say you have a pop 10 planet on 50-25-25 global wheel. It has 5 manu, 2.5 research and 2.5 econ.

 

Adding 1 T1 factory will give you +1.25 manu. Adding a T1 farm will give you +1 manu, +0.5 econ and +0.5 research. Until you have 16 pop, the focused T1 industrial building will not produce as much overall output as a new T1 farm would. Until you have 8 population, an industrial building won't even give as much as it's own bonus as a farm would.

 

And farms benefit much more from productivity bonuses and food bonuses, too. So yeah, build huge numbers of farms everywhere. Any planet with <10 tiles shouldn't contain a research lab, factory or market center at all, just lots of farms and approval buildings; researching farm upgrades should take absolute priority over improving other buildings (T2 farms are a 50% improvement over T1 farms, while T2 factories are only 20% better than T1), and the % food increase buildings are now by far and away the most powerful things in the game.

 

Welcome to Galactic Agrarian Empires.

Reply #4 Top

didnt we already have that in the alpha?

Reply #5 Top

Quoting mortili, reply 4

didnt we already have that in the alpha?
End of mortili's quote

 

Yup. Progress!

Reply #6 Top

Quoting naselus, reply 3

The trick is to just build farms.

Any planet with <10 tiles shouldn't contain a research lab, factory or market center at all, just lots of farms and approval buildings;

End of naselus's quote

 

  TBH, that makes some thematic sense - a planet with a low/middling tile count is simply too poor-quality a world to turn into a genuine industrial/scientific/economic powerhouse, but it can still support a decent population and be reasonably productive.

 

Reply #7 Top

What's going to happen is every planet is going to built in the exact same way.  If the goal is to prevent lock-step specialization, this is going to backfire pretty badly.  

Reply #8 Top

Quoting marigoldran, reply 7

What's going to happen is every planet is going to built in the exact same way.  If the goal is to prevent lock-step specialization, this is going to backfire pretty badly.  
End of marigoldran's quote

This will all depend on how good the governors/focus system is and how/if they adjust the research and economic planetary projects.