Danger Zone Twitch.galactic Naval Budget Justification Chamber
DeadlyShoe
Fair points. I don't have anything against specialized planets. @Peregrine23, you are correct that all generic planets can be pretty boring. I just feel like the game forces you into it rather than encourages it. It's drastically suboptimal to do anything but total specialization which is totally at odds with the presentation of the grid and the very existence of the 'inherit galactic governance' setting. 90% of what you want to do you
Addendum: Another aspect of this is the tedious micro involved across the board for specialized planets. Every time you need to terraform or upgrade structures, you have to either manually change the governance sliders (then change them back after) or manually rush build everything and both are annoying. Even for manufacturing planets you need to do this since they are probably pouring their industry into spaceships.
I'm really not a fan of the way you are encouraged to super-specialize planets. If you have 2 'generic' planets, each with +100% research and manufacturing bonus and 10 base income of each (50% split), you get 40 research and 40 manufacturing total. But if you have 2 planets with +200% research on one and +200% manufacturing on the other, with 20 base income in research and manufacturing respectively, you get 60 research and 60 manufacturing t
an easy fix would be reduced effectiveness of any augment ship if you have insufficient resources, ala civ5
I don't think I like the wealth approval bonus, I'm microing my worlds wealth production on the triangle all the time so i can get the approval I want. There's already approval structures that present an Approval vs Income (opportunity cost of other structures) choice so do we need another level of the same choice? ironically the ease-o-use triangle is making this more difficult because its harder to peg where i want to go for a given proportion of pro
It took me a while to figure out that tile bonuses (like "Caverns" and "Planetfall") applied one bonus to their own tile and another bonus to an adjacent tile. I think this is for two reasons: inconsistent icons and not being directly noted in text. First, the bonus itself should probably be labeled "+1 Bonus to Nearby X" rather than "+1 Bonus to X". Second, the four-arrow icon is inconsistent in usage. When you build something like th
Simultaneous turns generally plays far smoother and faster for multiplayer. The principle downside is gaminess involving clicking faster for moving a stack of units and gaining an advantage that way. There's ways around this, though - like only executing unit moves at the end of turns, or stopping the game to allow reaction moves in response to a threatening move by another player.
game pacing?