[quote who="Stormshaper" reply="23" id="3598729"] ... In examining the discussion on this thread and the various ideas you've had Brad, I think perhaps the problem isn't the wheel or lack thereof, it's the concept of raw production controlled at an empire level. Based on the concepts that you were postulating with the ideas of coercion and governmental systems. I think an economic system that might fit your desires better would be to look at planets through a
Somoya
[quote who="Frogboy" reply="44" id="3598600"] I will be having them implement a system that I think will make everyone happy. The production wheel will become a racial trait and I'm going to ask that the concept of coercion be implemented (it'll affect morale). You want to command your citizens what to do globally or locally? Fine. But don't expect your citizens to like it. [/quote] Now, this is VERY interesting, as it will increase rac
First of all, a big THANK YOU for all the effort the dev team is putting into evolving the game. Regardless of what people think about specific topics (there will always be someone unhappy of the changes), Stardock deserves a praise for being open and listening to the community's feedback. I personally do not at all miss the wheel: it always felt too gamey and an easy exploit to beat the AI. When I tried playing with the wheel stuck to 33/33/33, I had the best game yet, a game whe
I usually dislike dice-based interactions, but your suggestions would give the diplomatic system a little more depth and diversity. I would only add that some techs should always be off the table, more so the worse your standing is. I read some players have a rule to trade only techs 2 levels or more below their latest discovery: something along this line may be implemented for the AIs as well, thus limiting the opportunity to exploit it
Definitely a good idea. If I may slightly hijack the OP, I would also suggest something similar be implemented in the diplomatic screen: it is quite annoying to trade a ship, or a starbase, without knowing where it is located
[quote who="naselus" reply="4" id="3590379"] It'd be nice to see SD setting up an AAR forum for this kind of thing tbh. It's a good community-building exercise, and might encourage more activity on the forums - plus, AARs are cool to read and should be stored somewhere where we're able to find them all easily, without having to wade through a million spam threads about whatever this week's hot topic is. [/quote] I agree, some GCII AARs were a l
[quote who="MrStarTrek" reply="1405" id="3588174"] Something new, something different, something KLINGON ! The most challenging and intimidating ship design I've done to date and this is just small scale. Star Trek TOS Klingon Bird of Prey Scout Class. [/quote] Love it! Keep up the good work! :)
This thread is some days old, but I do not believe this has been mentioned ... I think it would be very important to have clear documentation to support AI modding. The wiki page is virtually empty, and I could not find anything resembling a "manual", only bits and pieces on the forum, where the efforts of a few brilliant and dedicated people who dug into the xmls and run countless soaks have led to a partial understanding. It should not be the case. Documentation is a very im
[quote who="Frogboy" reply="17" id="3587845"] Re micro management. Most people play on small galaxies. We're not talking about finished games, we're talking that >50% of people who start a game of GalCiv play at small or smaller. The constructor spam stuff isn't an issue on maps below large. Re AI and galaxy sizes The issues you mention in your
[quote who="Frogboy" reply="15" id="3587836"] ... Very disappointed with the attitude I see from some people. When people are working hard and, frankly, doing a really great job to get lots of cool stuff in, plus fixes, plus AI, etc. and they get basically a kick to the teeth in response, it makes my blood boil. The base 1.0 of this game was already good. . 1.1 and 1.2 made it even better. 1.3 was a rapid response to player feedback on things they wanted. Full
[quote quoting="post"] ... So I would invite everyone to try playing without tweaking any planets at all, just use the global wheel and see the ai surpass you quickly. I can see where planetary specialization is really a terrible terrible exploit in favor of the human player. The lack of planetary specialization brings us down to the level of the ai and keeps you from gaining a huge advantage. ... Is Vidz war mod still viable in 1.3 or is the ai bet
It it really encouraging to see SD ask this kind of feedback, makes me look with optimism at the future of the game. Here's my 5 thoughts 1. AI. Adaptable, flexible, moddable Same wish as #2 in the OP. The promise of a clever, adaptable AI, built to leverage 64 bit, multicore, modern systems is THE reason I purchased the game. There are many TBS games around, with all kinds of bells and whistles: an AI raising the bar is the element that could really set the game apart
I am on CET, can usually play in the evening after around 9 local time. Unfortunately, it may be a little tricky for me right now due to RL... :(
I think it could work, let us see if someone else is interested :)
I like the idea, should be a lot of fun with other players :) If you get to set up a test game, I'd love to be part of it (RL permitting...)
[quote who="Cyong_" reply="9" id="3430627"]Concepts like that are how a game can easily slip from 'challengingly deliciously difficult' to 'frat house painful punishment'. If something like that is made as more of an opt-in to it via some in-game choice/mechanic, then there is less concern over that.[/quote] I really like the idea, and I would say that the potential improvement in game variety would be well worth the risk of some rage quits :) <span style="font-si
[quote who="Achronous" reply="9" id="3426420"] Quoting charon2112, reply 7 One thing I wouldn't mind seeing implemented is this: Select a scout or other survey type ship, then draw a square (or circle) around a certain area of the galaxy and the ship would fully explore that section. Great idea. Taking it further, I'd like to see waypoints implemented (a la Red Alert 2!). That way we can implement patrol route
[quote who="ParagonRenegade" reply="45" id="3423973"]This is literally the worst possible time for internal dissent; the future of entire cultures and races is at stake. You'd think relatively marginal differences between different "Races" inside a civilization would be put aside to deal with a vastly more important enemy that threatens your annihilation. [/quote] That this is often not the case. Think of France (or Hungary, or other countries for that matter)
I am not familiar with DW but the idea sounds interesting. I would imagine that the private production/research/trade could be extremely effective compared to state-run facilities, but also unstable/unreliable (subject to economic cycles, strikes, etc...) and it would be up to the player to decide how much freedom (how many tiles?) to grant the private sector More freedom will give higher return, but also increasing risk of sudden turbulence to be dealt with (e.
[quote]Instead, I am planning to have the AI look at every ship design any player has ever designed and do evaluation on that and pick from that. So the better players get at designing ships, the better the AI will get. [/quote] This is an interesting approach, it might help avoiding the AI questionable design choices I see often times (very slow ships across the board, poor choice of defense modules, etc...). Looking forward to seeing it at work in the Alpha
Wow, I didn't know that ...That is really sad :( I'll remove the link in OP, not sure if I can lock the thread...
ok sorry i was cougth by the idea of a bcii :) hopefully excalibur will be the one we have been waiting for!
I like the idea of being able to affect the population through policies and immigration management. The resulting race 'mix' of a planet should also affect its loyalty (a planet conquered by the Drengins but predominantly populated by Torians should be very likely to rebel)
How about a mechanics similar to the Total War's assassins? Spies could be trained, sent it to an alien world and assigned a certain task, that can range from - say - gathering intelligence to assassinating a key enemy diplomat/politician (up to the civ leader itself!) or admiral (thus lowering the enemy diplomatic/military skills) to sabotaging a structure. Depending on the skill level of the spy and of the enemy counter-espionage and the difficulty of the task, the
I really like the idea. Maybe the conquered planet should also suffer a strong morale penalty that gradually fades in time, making it more prone to flipping back to its original owner