trims2u

trims2u

Joined Member # 4185237
32 Posts 334 Replies 869 Reputation

The multiple-researching thing was done in Homeworld. Honestly, it didn't work out that well, even though they implemented it correctly - e.g. it was more efficient to research multiple things in parallel than do them serially. But, however, there were always critical technologies that people wanted fast, and provided significant advantages. So, even if the parallel research path got you more techs over the same period of time than by serially researching them, the advanta

58 Replies 32,748 Views

I'm very much in favor of NOT restricting a player to just one Ideology tree, and, in fact, allowing them to "buy" from the various trees, based on their acquisition of Ideology points (via Event, building, etc.). What I do want is the Civ5-type concept that purchasing specific ideology entries denies you the ability to ever purchase certain others in the other two trees. E.g. the "Heroic Nature" and "Doctrine of Strength" are inherently incompatible. Doing this woul

8 Replies 5,105 Views

The big thing I miss about a dual queue is the ability to dedicate different governors to the different systems. If we bring back a starbase/starport combo, that lets me set a whole configuration for that completely independent of anything else. So, if I'm in a battle, I can go around and assign all my starports to be building a specific fleet configuration, without having to screw with what each particular planet is doing to develop itself. I *much* prefer dual qu

121 Replies 162,949 Views

Yeah, I had a problem with that in GC2. The background image is just distracting. I'd rather we saw just the playing field, and nothing as a backdrop. Or, had the option of turning it off.

4 Replies 3,259 Views

1) I see nothing wrong with the existing model from GC2 on cultural influence, which does expand influence according to the cultural output of the planet. 2) The city production tile system from Civ5 doesn't match well here, and as much as I like it for Civ5, I think it would be a mistake for GC3. We have the terraforming tech tree system instead, and I think that fits in better with the idea of improving a planet. 3) We'll get a tech tree view soon. Look at the bottom

4 Replies 3,755 Views

One of the more annoying things in GC2 was that you could lose a non-trivial amount of production because the building/ship you were making wasn't an even multiple of the planet's protection, and any excess would be lost. Civ3 has this problem, too. Civ5 fixed it, by assigning any "excess" production from that turn to the next item in the build queue. Please do this in GC3. Especially now that you've unified the build queues; having to constantly micromanage

3 Replies 2,263 Views

OK, I've been playing this for a couple of hours, and I'm mostly commenting on UI things I've found annoying: In planet admin view: (1) something needs to be done to make it visually obvious what "type" of tile (e.g. arid/plains/etc) it is and if there are any special "other" bonuses, without having to mouse over it. Suggestion: use another small icon (just like the "bonus" icons), and put it in the top of the hex. (2) Can't repl

2 Replies 2,311 Views

I'm really not sold on the Production Wheel thing. Part of the problem is that it's one of those "infinitely tunable" knobs that actually gives the user far more control, with less real understanding than they should have, when compared to a well-though-out set of options. I'll keep trying it, but I'd actually prefer right now if we went back to the 3-slider options, marked in 10% increments. It's easier to grasp for most people (the "wheel" concept i

84 Replies 651,883 Views

(1) Just return them to Good, Neutral, and Evil. It's a PC game, but not that kind of PC. The Benevolent/etc. descriptions are mealy-mouthed and actually not that helpful. (2) I'd like to have them continue to have multiple options available to "spend" your morality points on. But I do think that by choosing certain ones, it locks you out of others. E.g. picking certain Evil options may lose you the ability to pick a couple of Good and Neutral ones.&nbs

6 Replies 5,053 Views

I'm actually OK with NOT having the planet info when you click on the star - it was a lazy method that meant you could "skimp" on surveying. This way, you actually have to have the survey ship scout through the ENTIRE system to make sure you didn't miss anything.

3 Replies 20,094 Views

I'm going to suggest that they abandon the "tooltip" method of displaying the vast majority of information. It's annoying to constantly have to move your mouse all around the UI to get information that should be available at a glance. The Research thermometer progress bar, and the Construction progress bars for each Planet definitely should have a number at the far right of the bar indicating how many turns remain for that item.

5 Replies 2,746 Views

Intel E3-1240, 8GB RAM, Nvidia 650 ti 1GB graphics card, 27" LCD @ 2560x1440 Runs fine, no problems. Processor Information: Vendor: GenuineIntel CPU Family: 0x6 CPU Model: 0x2a CPU Stepping: 0x7 CPU Type: 0x0 Speed: 3292 Mhz 8 logical processors &nbsp

26 Replies 11,971 Views