3.0 beta thoughts

Link to beta info

I just started playing the newest beta this morning, and have been pretty busy all day, so very initial thoughts.

New food mechanics now feel like "excess food produced" rather than "food that we magically make".

Planetary influence seems to have been buffed to a level appropriate with starbases.

Tourism is a brand new mechanic, under the hood makes sense, and I cannot wait to get some Tourism planets going.  This used to be all but impossible.

Tech tree changes seem to make sense, especially with the new food and tourism mechanics.

I don't mind the ship design button being moved to shipyards, that is where I almost always accessed it from anyway when designing new ships in-game.

In general, I like very much on an initial look.

 

50,487 views 13 replies
Reply #1 Top

Maybe because there seems a lot of slightly different mechanics but I am enjoying it too and am finding I am doing a lot more thinking about what I need on planets and my strategy I will use.

It seems to have a bit more depth now. 

Reply #2 Top

It would appear that 100% taxes has no affect for synthetic races.

Reply #3 Top

I don't normally like synthetics, but with the new mechanics I will take a look-see.  The tax thing might make sense.

Reply #4 Top

I usually update my designs after a tech is researched. Having the button in the shipyard makes me do an extra look and click.

Can we have the option in the options to have the design button show.

Everything else seems to me as speed bumps.

Reply #5 Top

I don't think they will be changing that.  Frog said as much.  It just takes some getting used to, really.  Most of the time, once I finish up with my fleet orders, I want to go to the designer from the shipyard screen directly anyway.  And if I just get a tech and want to design new ships immediately, it is one more click, a bit annoying, but whatever.  Honestly, I'd be going to shipyards anyway, after designing.

the rest of the improvements, in my experience so far, more than make up for the minor inconvenience.

Reply #6 Top

My only issue is their defense of the change being "access the designer from main menu" which is not as easy as one might expect... but its not that big a deal.

I'm certain they need the real estate up there for Intrigue, so we just need to live with this I expect.

Reply #7 Top

Easier fix....   Just make a hot key that brings up the ship designer...

GCII had a ton of hot keys...

K was my favorite....      I still find myself hitting K and being irritated that it does nothing...

Reply #8 Top

In my opinion it is a little to easy to tax the whole Empire with many different planets with different approval on it. 

I know that the wheel is no Option but a little difference between the worlds would be great. 

Perhaps with intervall... For example :

Tax planets with an approval from 10 to 30 with x %

Tax planets with an approval from 31 to 70 with x %

Tax planets with an approval higher than 70 with x %

Or something like this.... 

Reply #9 Top

I'm VERY happy with the 3.0 beta. The food issue make a lot more sense now and building cities is far easier. I like the upgrades to the Colony Centers too.

The AI seems to handle food fine too and seems a bit better in trading and whatnot.

The AIs doesn't seem to use Commanders or explore the power guarded Anomalies, both of which weaken it quite a bit.

But as a whole I think 3.0 is a great step forward.

Reply #10 Top

Quoting ForesterSOF, reply 4

I usually update my designs after a tech is researched...

Can we have the option in the options to have the design button show.
End of ForesterSOF's quote

 

Concur. I do the same. Would be nice if they added an advanced option in the options. New players wouldn't be overwhelmed and people like us, don't know how many would be happy. I don't think an extra option ever turned someone off from a game.

 

Another idea would be the ability to add the designer to a hot key, but it starts unassigned. By the time people start assigning hotkeys they've been in the game awhile and know what they want fast access to.

Reply #11 Top

Quoting Uncle_Joe, reply 9

The AIs doesn't seem to use Commanders or explore the power guarded Anomalies, both of which weaken it quite a bit.
End of Uncle_Joe's quote

AI's not attacking guarded anomalies has been around since, day 1. Doubt this will change.

Reply #12 Top

I usually wait for guarded anomolies until I see quite a few of them .. since they are saved for me :)  I would love if they fixed that, but it does seem a low priority.

Glad to see you posting here again Horemvore.

Reply #13 Top

Yeah, given how powerful they are the AIs either need to try for them or the benefits should be seriously reduced. It feels like a crutch for human players. Sure, the player can ignore them blah blah but if they are going to be in the game, they should be balanced for the way the AI plays too.

Yes, in a grand scheme a somewhat minor issue, but it just seems like an oversight to me.