Rincewind57

Rincewind57

Joined Member # 2511010
2 Posts 79 Replies 497 Reputation

Maybe this is partly due to the US / EU divide as I know many Americans resent and distrust government but I've always been happy to pay tax . I'm proud to know that I'm giving something back to a society that has helped me, paying it forward and providing education and healthcare etc to others. I was perfectly happy when my tax bill recently went up. I appreciate all politics in games will be naturally guided by the perspectives of the development team and I'm not complaining, just pointing

28 Replies 2,445,902 Views

" I don't think you need a dev to come here and tell you their design philosophy. I think it shows pretty clearly in their product." I´m not so sure of that. I´m a software engineer myself and I know there are often many aspects to a product you´d like to improve but they just aren´t high enough priority to ever really make it into scope. My instinct is that the game is balanced for one or two map sizes (standard/large probably) and the rest i

6 Replies 36,605 Views

Add a 'max starbases per planet' option, hidden away if need be. I'd have it permanently set to 1. Boom, problem solved. (Actually the starbase system is still one of my biggest hates with GalCiv3 but that's a discussion that's been had 1000 times and will be had 1000 times more elsewhere :P)

52 Replies 214,906 Views

As a player who almost always plays on small maps, I'm often curious about how map size seems to be ignored during balancing and I'm curious if this is intentional or not. For example, the ideology trees have very different impacts based upon map size. On an insane galaxy one extra class 10 planet is a very small boost, on a small or tiny map it is a significant increase in power. The building that gives you 1 ideology point? On a tiny map you have

6 Replies 36,605 Views

Great game but I still think, despite reviews, unpolished. Synthetic planet events. Sensor issues. The Iridum have a useless economy due to tech tree problems. Some glitches in Altarian tech tree. The UP peace resolution not working. It's a great game but trying to play on higher difficulties is a nightmare, not because of strategic concerns but because those bugs present enough of an issue. For example I had to abandon my first non-beta game as the Iridium as I could only progress to the

12 Replies 32,602 Views

"1) The way buildings are right now, its almost always better to build rather than wait. 2) To the question of "soften" vs "kill", again its almost always better to kill than soften in the game right now." Also agreed. I didn't realise the vast majority play on beginner. In that case release seems fair enough. Curse my too great love of 4x games! :P Here are some further thoughts on the AI: 1. Multiple wars could use work. If I

73 Replies 272,845 Views

I tend to agree. I'm worried that the AI has lots of fancy features whilst struggling to play the basic game. There are lots of nice touches, conversations, attention to trade, etc. But, as you say, planet specialisation for manufacturing/research is a problem. Trade is a major problem... sure it's getting better but, one example is open borders. Open borders = 1 trade good + 1 gp. Works for me every single time. At least have some randomisation or something. Als

73 Replies 272,845 Views

One worry I have. Can we have an option somewhere to change AI based on map size, or have this implemented automatically? I'm wondering what percentage of players will play (and more importantly finish) an insane 128-player map. I tend to favour small maps and I'm worried that trade-offs will be chosen to suit a small percentage of players on insane maps, where more complex AI would work fine on the smaller maps. In general map size worries me. I've posted before that t

30 Replies 97,177 Views

So, 200 turns in, I can't declare war on anybody. I've checked United Planets and I think it might be linked to the pragmatic 'nobody declares war on me for fifty turns'. Also, despite numerous niggles, it's finally becoming an absorbing 4x for me :-). One of those games where i'll complain about 100 things whilst playing for too many hours... :P On another note, Pillars of Eternity is ridiculously good. Glad GalCiv3 is still

3 Replies 13,420 Views

Yeah, in Galciv 2 I always found the minors to be rather a waste. I was hoping for something more in 3. Maybe give them colonisers but a 75% limit to production, research and economy or something like that. A sizable handicap but not pushovers. Haven't heard anything about such plans though... :-(

13 Replies 4,680 Views

Will there be better 'map size scaling' implemented? By this I mainly refer to research. For example there are many techs relating to the max range ships can travel. On a small map, which I mainly play, you quickly reach the point where this exceeds map size. Yet the AI still likes to waste research points... Also other techs could use power changes based on map size. My classic example is the wonder in Galciv2 that increased the perceived power of ships on a planet. On a h

23 Replies 104,141 Views