Quoting original post.
1. Easily fixable in a mod, change Ai blue prints.
2. Easier said than done. I'm sure the devs thought this was balanced when this started. The problem is there will always be bugs. They even tried a new engine, so they tried starting from scratch. That causes it's own sets of problems, but you got to keep up with progress. All they can do is fix problems as they arise from players one by one. You should start posting bugs, so they can fix them.
3. The only problem I ever find with this is when the Ai. doesn't do this well, but people then complain it's to hard. A complaint that should always be ignored.
4. I thought that was a problem when people started complaining about to aggressive colony expansion. They need to bring back advanced Ai algorithims, so we could have it both ways with everything.
1. opposite for me I would like to see taxation back, maybe a little scaled down for balance. Local and global sliders for me. Now what I have noticed which is silly is that research and manufacturing doesn't directly transfer into that. I could see making that unchangeable while you still allocate spending. Spending allocation makes the game more fun. One of the reasons I'm probably done with civilization except maybe four. So we can agree to disagree on this.
2. I agree there needs to be some supply and demand if not enough people then it would actually cost with no production. What would be good would be a tool tip letting you know it's not a good idea to build this right now. Maybe a supply, and demand system based on population growth of a planet, and the rest of the empire, but this might be considered leading instead of open gameplay.We could also add corruption from overpopulation, or not enough infastructure, or to much infastructure for the population.
3. more concerned about the Ai here, but you could always play that way no one stopping you. The extra resources would then applied elsewhere.
4. Moot, more tiles this way for other stuff.
5. moot
6. Sure that way I would actually be required to build economic starbases instead of where I find more important at the time which is the whole game.
8. I think you meant there is a chance of getting lost. The wording could be cleaned up hear.
9. Can't we have both.
10. Still that chance with pirates.
Quoting post
he's actually talking about industrialization. realistic. A unindustrialized nation can never compete against an industrialized nation. Some people have made this complaint it is silly.
A reasonable solution for expansion is first bring back the economic wall, or require resources for building anything except constructors. Now if you do this instead of counting one per resource it would require not sure how much per turn probably will take some balancing.
Not really supporting exploration game. That was one of the drawbacks of escape into unknown. Did like their resource requirement for building even though I thought it needed more balancing for resources.
Quoting post 2
agree, but you could always make things better. If less micromanaging means less decisions that affect game play then I'm against that though you could leave automated options for those who want them.
I think the economic starbase limit applies to the fact you could do the same thing stardocks does by putting a limiting number of modules on a starbase instead of only gaving one, and the only letting you have one per system. I feel the same way about constructure spam moot.
Games do make things super expensive or cheap. I think resource gathering for manufacturing with still a rush buy option instead, and economics do need a little fixing kind of like what 2 had.
Good point on technology, but I leave this area up to the experts the devs.
quoting 3
I thought that civilization was a little unrealistic on it's industrialization.
Our economy is how we won world war 2. You not liking realism. The reason why they credit the south for losing the civil war was industry. remember we wanted Robert E Lee to comand our army when he turned it down. He was picked over george mclellen.
quoting 6
Can't really argue with the point that a human would be required to learn a challenging game.
quoting 7
would rather random monsters over a mega event can we mod them in.
quoting
Marigoldran did you just ask for a dumb Ai. I would have to disagree 100% with that.
quoting 10
You must play smaller maps try bigger ones you don't go far fast on insane; also, you slow down game play that would make exploring more difficult. I basically have to disagree on that premise. I would say play a bigger map. That is why I pushed for an insane map, but I don't like the way Birth of an empire ie Birth of an federation did it's exploring. I would like a better solution. Besides that solution wouldn't work for an insane map. Any ideas for exploration.
quoting 16
You are talking about the game this is possible to do tbh.
quoting 18
exponental growth of the empire to fit the required needs of better tech. I think he means manufacturing times base production does civilization have base production. I think this is more dependent on resources. You can't do that in empty space where the ground has a lot of resources. I think that is closer to what he means.
I'm also going to try to speak hear because civilization doesn't have classes for it's cities, and at least on the same continent can connect all it's cities there is no litit to how many buildings you can build. To counter this you can only build one building per city, like if we only had colony buildings, and player achievements. In galactic civilizations we don't need a building limit; because we are limited by class, and terraforming, so we can't build an unlimited number of buildings on our planets. The mechanics are different. Dumping planet class, and adopting more of a civilization build que would do this.