Casorian Emperor

Casorian Emperor

Joined Member # 2572007
2 Posts 65 Replies 6,948 Reputation

I am playing on Immense. I passed over the first few maps--I am always checking the tiles on the homeworld and the strategic layout of the stars on large maps, since I will be investing so very many hours playing on them. This is my first Immense and I love it. Yes, huge areas are void, but that adds to the challenge, since I am pretty clever about getting across them to check out the star clusters on the far side. Ship range and speed are important, as are sensor range and using constructors

8 Replies 3,712 Views

I propose they add Stargates to the game --but let them be easier to do than in GalCiv lore, due to new technology. Imagine building something like a giant rings as in Babylon 5, perhaps requiring several constructor modules to get the basic gate working. Traffic would be two-way. One option would be conservative: each pair of Stargates only work with each other. Another option would be more liberal: any Stargate could connect with any other gate con

2 Replies 3,594 Views

Simplicity I love your ideas about wormholes. I need to think more about influence flowing through them, but otherwise I think your ideas would be great additions to the game. I would also like to add Stargates --but let them be easier to do than in GalCiv lore, due to new technology. Imagine building something like a shipyard, perhaps requiring several constructor modules to get the basic gate working. Perhaps more modules / higher techs allow access for larger hulled

17 Replies 82,434 Views

I agree--the art is great and really adds a lot to the experience. More would be better, but this is a very good start.

3 Replies 15,234 Views

I too would like to see some type of special weapons only used by capital ships, perhaps "spinal mounts" that require huge mass or energy requirements and then would have extra long range and damage. So the big boys would truly be different from the medium ships.

3 Replies 1,815 Views

Perhaps it would help if we redefined "fighter" to a ship type smaller than Tiny. Think of tiny hulls as big bombers compared to single or twin seated fighters. The new fighters would not be able to move away from the area/hex of their carrier. The fighter could only mount one weapon and it would be a "fighter" version of the normal weapon, with significantly reduced range and damage (perhaps only a 1/3 or at most 1/2 of the normal weapons). Defensive systems might only work against fighter w

74 Replies 275,779 Views

I played on Gigantic for over 100 turns and had met all of the other 5 races around turn 110. Then the game started crashing, so I switched back to Huge for a new game. Huge seemed small after playing on Gigantic. Now more crashes. May wait for a patch before I try Immense--I put many hours into exploring the Gigantic map, so I believe Larsenex when he writes about losing time to these super big maps. Great fun if you have the time to spend! Extreme planets really help make the super maps int

11 Replies 3,623 Views

I agree that we could really use some more differences in the hull types/ sizes. Since fighters are Tiny with a capacity of 27 and Huge has only a capacity of 165, you can see there is not a huge amount of difference between them as their hull names would indicate. Huge capacity is only 6 times larger than Tiny. Think of the difference in a real world modern fighter and its supercarrier. The supercarrier is not just 6 times the size of the fighter. So I suggest our "fighters" are too

74 Replies 275,779 Views

Likewise, for the class 16 bonus planet once I got a class 12 and next time I got a class 7. Very disappointing to get a 7 instead of a 16, as on that particular map there were no planets higher than class 12 except for the extreme planets. I am also finding 10 pop on these planets, which compensates somewhat.

5 Replies 6,709 Views

Yes, change the name as they can not investigate anomalies, but do keep them--for the really big maps I love having their sensor range. It really speeds up exploring all that space frees me up to do other things that are more fun.

13 Replies 16,799 Views

I agree--we need a tech for some type of anti-fighter weapon that is designed to split fire. And/or make the beam weapons on fighters less effective vs. shields on large ships, or make the shields more effective vs. the fighter weapons. All balance issues. I hope they keep fighters & carriers a real threat, but not so dominant that nothing else need be built. I am hoping there will be game reasons for players to want to have a balanced fleet composed of different units, each to counter or

74 Replies 275,779 Views

I hate the Environmental Protection Act with a passion! It really spoils the fun of the early rush to colonize planets. I hope the designers come to their senses and remove it from the UP altogether. Don't "fix it" just remove it! On the Friday Chats I hear Paul repeatedly talk about making design decisions based on whether or not something will be "fun" for the players. Well, the EPA shuts down my fun bigtime. I feel so strongly about this and I do not think I will play again for a while

15 Replies 50,195 Views

I also find some of the star names to be very irritating and distracting. I like a serious universe, at least a believable universe, not a joke galaxy or a tribute to all of the family members of the founders. And I am a founder myself.

28 Replies 38,841 Views