[quote who="leiavoia" reply="19" id="3608258"] Space itself should be a huge obstacle on large maps. It's "Insane" for a reason. Otherwise it would be called "Just like Tiny, but with lots more planets". [/quote] It depends on how game is supposed to be played by majority. Where is a difference between:" we added insane galaxies for marketing reasons and to satisfy that 1% of hardcore players and tried to balance it a little bit" and "our game is next gen of 4X! You
MadzaiSA
[quote who="6cef" reply="79" id="3599367"] Pre-1.4, when I had an empire of 25 or 30 planets, this would be mid-game, turns would take FOREVER, because I'd sit there fiddling with the wheel, getting buildings down to 2 turns instead of 3, cycling through each planet to rejigger the wheel and make it just right. [/quote] With all due respect it's your own fault, not the game fault. Fiddling with the wheel on every planet, every turn </str
Did AI actually destroy you, or you abandon those games? Because it could be that just Power ratings are measured incorrectly - as if some variables have to much weight compared to ones that really matters or where is a mistake somewhere in formula for power calculation. OR High player power ratings in games before 1.4 were because of planetary wheel that AI didn't use. OR Higher AI power ratings are because in 1.4 AI really improved it's planet-management and it
[quote who="psychoak" reply="15" id="3599107"] The wheel was a massive reward for micromanagement in a way that was simplistic and duplicative. [/quote] Sure, it totally was. It was too rewarding with only drawback of some micro. It was too much of a chore to manage every planet manually in huge galaxies. And yes, from immersion standpoint - ruler of galactic empire (or republic or whatever) must not personally oversee every planet. So Governors are quite useful. As
[quote] Perhaps instead of calling it coercion a better word for it might be restriction because if you have set the production wheel(s) to 33/33/33% your population is still being coerced anyways by their government to do work in some way for it, but assuming that 33% of people would prefer to manufacture for their government rather than the other two, 33% desire to research for their government rather than the other two, and the last 33% desire to increase wealth for their government
[quote] If you listen to the dev's it was so much micro elimination as it was balance, Withe the wheel the AI just could not compete. You can argue ..make the AI better and leave the wheel in but that is a tough nut unless you just give the AI more and more free stuff and cheats, which i hate. I was very bummed at first but it really is not bad once you get the hang of the new system. And there is no denying it (along with lots of other change) has made the A
[Quote] Game is in great shape. It plays very well and is FAR challenging then previous updates. If you used the planetary wheel to beat ai, well your crutch is gone. Now you are pretty much on even footing with the AI. [/quote] I found another way to make AI more challenging! Forbid players from changing ships parts templates - allow only cosmetic changes. So you'll be on the same level as AI. Yet another crutch is gone. Yay! </s
[quote] Want to maximize production? make a world that NO ONE would ever want to live on and force everyone to work in a factory.... Same with research... At it's base it is a game about gaming the game... not an empire builder... there is no balance, there is no repercussions for going too far to one side or the other... in fact the game encourages it. [/quote] I have to agree with that. As people stated in different threads bon
[quote who="leiavoia" reply="85" id="3585663"] With the "Specialized always wins" strategy, the only way to play that game is to give more and more bonuses for stuff. This isn't a strategy option, it's just a race. Marigoldran already figured out that game. [/quote] Well, to be fair, at least for me after playing a couple of first games in GC3 i thought "Specialized always win" not only a main valid strategy, but it was especially made this way
1. I admit, i use rarely use diplomacy and i use it as tool only, but i hate it when AI have diplomatic options i haven't. And as people said it's nice to have an AI with "Personality", AI that react so same events differently. 2. I like my games loong 300+... 500+ turn, but i barely finish my games - as soon it's clear that i'm a top dog, i loose interest. 3. Diverse gameplay with a lot of possibilities and aspect instead of excess focus on a few elements. AI
[quote]There currently doesn't seem to be any way to set the frequency of colonization special events. In GCII, these happened only every so often, but in GCIII they seem to happen every time I colonize, which defeats the purpose of them being special events. Could we get a setting in galaxy setup option to set the frequency of these events? [/quote] They are not "special colonization events" as in GC2. Now they are mandatory "colonization events" tied to Ideology syste
[quote] You can really get an idea of what I thought the priorities of GalCiv were if you go back to the 1993 version (i.e. the one that came out before Master of Orion btw). Even though it was just me coding it, we had a senate. We had political parties. You had to run for election. On planets you could send people to your colonies to LOBBY for more research or more military or more social spending. As your power grew, you could send more lobbyists to a given planet t
Even if all those things sounds very cool, i'm one who think that those feature a more suited for a Grand Strategy and not for a 4X Strategy GC3 is? In one of the threads you posted something like: "We want you to be Galactic Empire Rulers, not Mayors" them debating on per planet Production Wheel. But i never heard any of four "X" in 4X Strategy forbid you from microing you planets. Sure if done wrong, it really hurt the gameplay and we, ofc, don't need the level of planets (or cities
[quote who="Frogboy" reply="3" id="3585123"] The global wheel is staying. But the idea that players should have to monkey around with a per,planet spending like that is really off putting. It was something new we tried and it just doesn't work. It has nothing to do with the AI one way or the other. [/quote] So why not introduce Planetary spending templates or something? Make like 8 templates in a minute, apply them on a planet in a single click. And, btw, if you didn'
[quote who="Lord_of_Void" reply="27" id="3585135"] Agreed. Without getting too philosophical: a game needs to concentrate on its main topic which in case of GC is ship design and civilisation level decisions with planet MGMT as a mini game. The problem with the wheel is that it is so powerful that the player needs to use it else a huge potential is lost, but managing it takes up more time then all the other components combined as it often needs to be changed after every few buildings and
[quote who="Khazdek" reply="13" id="3585062"] So why is the planetary wheel so good and what does it really add to game play? [/quote] In current form it's bad, but where are a lot of ways to improve it and makes it way less micro. Removing wheel in any form force a lot of changes on how population (33/33/33) and buildings works (because right now, specializing with building only won't work). And that's 4 month after release. Sure ppl would be happy
[quote] Now that is not to say I'm not open to change. Maybe after the change I will be a supporter of the new way, that is very possible. But all I want is to understand that mystical reason why the wheel is against the spirit of the game, because so far I find it very fitting. Can someone tell me or do I need to unlock a tech first? [/quote] My _ personal _ opinion why they removing it, instead of reworking it into something less micro lik
[quote] We ARE going to get rid of the per planet spending wheel. I know many of you like it but it is just incredibly tedious to deal with and violates the general spirit of GalCiv (there's a reason we never had this in previous GalCivs, it's not like we hadn't thought of it). In its place will be something different. We'd like to hear what YOU would like to see in there. [/quote] The planet spending wheel is tedious only because SD made
[quote] 4. The game was never designed for multiplyaer. [/quote] Even if i fully agree with you, it seem like Stardock's insisting on multiplayer being one of the core CG3 features and said "feature" forced them to cut some other features out.
AI colonization priorities are messed up. I think it's one of a few things that allows people to win against highest level AI with it "no FoW" and insane bonuses. In 1.03 i tried to play around with Tight clusters maps and a bunch of Gifted AI. I usually observe very strange behavior where AI ignore some decent planets within his own cluster, right near his already colonized planets, but rush for a couple of crappy ones far away. He ignore them for so long a manage to colonize them
About Thalan hives, the Tech "Helpful hives" specialization : Improvement Adjacency Level 1.0 How it works? I thought it changes Hives +1 adj. bonus to every type of building to +2. But it wasn't the case. So it's bugged or gives bonys to something else?
Actually current situation is more of an exploit than other way around. Taking colonist from your manufacturing worlds is bad idea and it could hit manufacturing quite hard (because raw population is more important than anything else). But if you build empty colony ships and make them take population from your farm world or just some world that is on the way of your colony ships (and btw, you can probably ferry some pop there from some non very good worlds, using smaller and cheaper shi
[QUOTE]Building ideological buildings is HORRIBLY inefficient compared to those two methods. [/QUOTE] Yeah, those should be at least scalable to galaxy size and game pacing. But half of other mechanics\building should be scalable too. Right now, game have too much stuff that matter only if you "roleplay" against AI - economics, approval, tourism, planet defense, some ship designs. If you seriously min\max aga
[quote] CHEAP CUSTOM DESIGNED COLONY SHIPS (the ones without engines using "small hulls"). [/quote] With -20% components mass race trait and some right research choices (-% support modules mass) you will get ability to build colony and constructor modules on [b] smallest [/b] ship hulls. Together with Colonizer it's an absolute overkill. With Prolific ability nerfed Colonizer is second must-have ability along with Patriotic. J
[quote who="kreaturen" reply="32" id="3564700"] In my opinion, this penalty seem to hurt the AI more than it does the player. The AI simply does not know how to develop its planets properly and largely ignore relics (for god knows what reason). After reaching their cap they either stop expanding altogether, or simply crumble upon themselves due to high unhappyness, whereas my empire finally flies through the roof in late games unopposed. Wish the late game would be more challenging... [e