sophontteks

sophontteks

Joined Member # 5456482
3 Posts 29 Replies 3,144 Reputation

Swing in the dark here, but I'm guessing the wheel is on its way out because of the AI. We've noticed that the AI just does not understand specializing planets, so reducing our own ability to specialize helps the AI become more competitive. If thats the case though its a bit of a shame. I don't grasp any other reason, since it worked fine on the player's end and was not a major contributor to micromanagement. The only reason it contributes to micromanagement at all is because

95 Replies 587,943 Views

[quote who="sjaminei" reply="15" id="3572918"]So essentially your influence should give ideology points to your neighbors affected by it as well at the same time? [e digicons];)[/e] I don't think you should try to connect the game to reality too much, it gets messy fast. ^^ [/quote] I agree to a point. This isn't just a strategy game, not with all the customization options. We should feel like influence is something more then an artificial barrier that eats planets. In i

18 Replies 15,377 Views

The thing is, idealogies and culture AKA influence are intwined. One can't spread culture, their way of life, without simultaneously spreading their ideologies. This makes the whole thing a very natural bond which makes sense.The way I see it, they are both tremendously lacking as separate entities anyway. Do I want influence to be about idealogy and vice-versa? no Do I think a steadily increasing mechanic like influence could be used as an additional trigger for idealogic

18 Replies 15,377 Views

I'm pretty sure they intended for shipyards to reduce micromanagement by allowing us to build from multiple planets, so the fact that we are outproducing even at 1 planet per shipyard is a sure sign this isn't as they intended. This is just a killer problem right now as I have to micromanage my resources so that all the overflow goes into social. If I don't I lose all that production. Speaking of which, lets have some overflow please. Overflow on research and production. I

5 Replies 10,630 Views

[quote who="Santoes" reply="1" id="3572602"] I don't think influence should buy ideology points as it's a representation of borders. [/quote] And borders represent influence. They have no other mechanical benefit. One doesn't gain resources in their borders, they do not get LOS in their borders, they do not prevent enemy colonization, nor the construction of starbases. You give me real borders and I'll rethink this.

18 Replies 15,377 Views

Influence should be a part of everyone's strategy. I'm not forcing it down military civs throats any more then they throw military down my throat. What I mean is we are penalized for not having a military even if we aren't aiming for a military victory. Heck most victories, including influence, practically require a decent military push. I'd add this as a feature "Penalizes warring civilizations." My own idea would be similiar-ish to what we see in civ 5... We

18 Replies 15,377 Views

Fix two problems at once. Make influence less useless without making it a planet-flipping powerhouse, and allow players to build up some mid-late game ideology points without them growing old waiting.

18 Replies 15,377 Views

The influence buildings have their own tree. Its a mechanic separate from tourism. Consulate is the basic influence building for most races. While tourism gets a bonus from high influence, its not high enough to really take advantage of.Tourism doesn't get very big, but its free. Its not uncommon for a tourism building to cost more in maintenance then it gains from the tourism bonus. Influence too has a disproportionate cost to benefit ratio. The basic influence building only prov

4 Replies 38,249 Views

Some of the big things that are killing the game for me include linear population growth, poor balance across all player choices, caps on construction/research AKA 1 per turn, lack of utilization of mining resources, and the UI. As others have said, the UI is really bad. I have to search the map every turn for my ships. I lose track of them. If they have remaining moves I will lose them without notice. I haven't made it past mid game because the micromanagement becomes a chore, which is o

22 Replies 58,067 Views

As an Alterian you should be killing them all for being the inferior meatbags we know them to be. Everyone gripes on the Alterians. I get them. Here they were trying to create a utopia and work on mutual harmony and all that bonevolent BS, then some space orcs come and freaking eat them. Some girl named Akari Malara comes out singing "I'm blue" while brandishing a laser rifle and she decides the Alterians have had enough of this crap. All her albino comrades keep crying "Give peace a chan

3 Replies 16,752 Views

[quote who="MottiKhan" reply="6" id="3571752"] For ships, I go for more speed and then space. If you want more power, you can always add another weapon. I also just go for missiles and no defenses. Missiles are a great standoff weapon. If I have space for a shield or armor, I figure one more missile should fit there. Until I can get carriers. Then it's all carriers. [/quote] Doesn't space = speed? More space = more engines which me

8 Replies 17,068 Views

Yep, we can easily make planets which can produce one unit per turn, so making that one unit better is the best option by a long shot. Most of these specialization choices are like this. There always seems to be one options which is superior. There is no such thing as a civilization which is poor at manufacturing. The biggest malus is -25 production. This hurts colony start up and research/economy planets (ironically perhaps). Actual production planets don't even flinch at this

8 Replies 17,068 Views

Some things I picked up on after a few games. You really want to be conscious about what your colonies are doing before you research. Research techs aren't going to do you any good if your research colonies already have a big queue lined up. Production techs aren't gonna work so hot when you have your production colonies putting all their work into shipyards. Ya wanna keep them busy and queue up techs for your specialist colonies as they have room. Population works the same wa

6 Replies 21,388 Views

Its really not complicated at all, if you understand what all the core concepts are in the first place. Pretty much every game concept has its own section you can research. Like military... You research from 3 trees. The top is divided into the three weapon types, the bottom is the three defense types, and the middle is ground combat. Thats it. Tourism, diplomacy, influence. they aren't any more complicated then this as far as the research tree is concerned. Touris

6 Replies 21,388 Views

The whole not a border thing is ridiculous. Every civ is angry when you build on it. Its effectively their 'territory'. If the AI considers is an aggressive warlike act when we do it, then the AI should know that its an act of war when they do it. No ai who is trying to be peaceful should do that ever. Side note. Drawn borders are a new concept. Before then influence really did define borders. If its in your influence, its your territory. If someone enters

10 Replies 17,785 Views

The current formulas for some game mechanics are far too simple and one-dimensional. This is something I would really like to see changed in the future. The biggest culprits are probably research, economy, population growth. There are probably others equally guilty but I'm not familiar with all the formulas yet to judge them one way or another. population This had to be brought up elsewhere. This linear +.1 pop growth + % modifiers per turn is absolute FUB

0 Replies 5,116 Views