I really like this change, a different mechanic was necessary for food because otherwise it is either a balancing calculation or redundant to the specialized money/research/production buildings.
Alodan
I think the main issue is that population is not that much different from building the specialized buildings, yes you need food and approval but those are just buildings as well. So you have 1 farm 1 approval building and 1 city, what is the difference to 1 money, 1 factory and 1 research building? You can move numbers as much as you want, either it is redundant because both do the same or either specialized buildings or population is useless. In Galciv2 you had taxes to balan
I think it should take a couple of turns to construct a starbase with no defenses during that period. It could also be faster depending on the distance to your next planet/starbase.
Thanks for the detailed insights I really appreciate the efforts in the new engine, it is the main reason why I don't like Stellaris. The problem is that the galciv gameplay is not primarly designed for gigantic and long games so many players who only play on smaller maps are not impressed by the performance of galciv 3 (The odd thing is that stellaris needs a new engine much more than galciv did). Concerning DLCs, I know this is not the most popular opinion but I really like
Civ 5 was ok in terms of gameplay but a technical nightmare, the turn times on bigger maps are really bad and the AI is mediocre at best. Civ 6 I don't even know how it is on the technical side because it was not fun at all for me so I didn't play it long enough, the policy system is crap and reminds me of the wheel in Galciv3, you can always change it and so you have to adjust it to what you are doing anyway to receive the proper bonuses. I think the big advant
Thats why I would limit the module slots per size level so for example you can choose if you go for more mining output or better defenses. The choices you have at the moment are very minimal once the starbase is placed and even that choice is very obvious most of the time. And you would still have to choose the starbase size, big starbases should be really expensive and cost more administrators so it would make no sense to plant big starbases everyware.
Yeah I agree, I would prefer to upgrade the starbase size and each size level gives you access to additional module slots. I think it would also be a great opportunity to balance out their combat power, make the small ones easy to kill like in the base game and the bigger ones really expensive and tough.
I think the initial starbase should be very easy to kill but it should also be possible to build tough starbases within 10-20 turns with a lot of resources and money.
As far as I know it is not possible to make custom starbase designs ingame. I hope they will patch it soon, what is the point of having a proper shipset of a race without a matching starbase design.
I agree, Brad has made some really aggressive (and necessary) changes to the game, but now it is time to give it to Paul to stabilize this beast. The base game had some design errors (starbases, ..) but it was a lot smoother than crusade. Hive Tech for time travelers makes no sense if you create a custom race.
Could anyone tell me how much faster the turn time with 8/10 cores is compared to a fast 4 core on really large maps? And how long are the turn times after 300 turn on this map size with your rig? Galciv 3 is one of the main reasons I am considering to upgrade to 8 cores+ this year.
A beta access is for finding bugs which you can only find in a wider audience, if the current build has a lot of known bugs it would only flood them with information they already have.
Thanks for the quick update and all your efforts trying to give us something, I play almost exclusively on insane map sizes and with as many AIs as possible, so I am really looking forward to the performance improvements.
Yeah with crusade the founders price is almost the same as the main game and the 2 expansions at release, let alone the dlcs and I doubt this will be the last expansion.
100% agree, I think late game distances should be handled by other mechanics like Stargates, Wormholes,.. Late game is incredibly broken, you can get your fleet deep into enemy territory and invade many planets within 1-2 turns. Especially large and huge ships should be slow, I think it should be a strategic decision where to place them.
I really dislike the starbase change, while it fixes the spamming starbase problem I think a hard cap is a really bad solution, especially for a game like galciv where freedom in building your empire is a vital feature. I would prefer a solution which does not limit the amount of starbases but makes it harder to maintain them if you have a lot of them.
I have to agree, personally I am more interested in the starbase fix in 1.7 than the whole expansion. I like that it adds two races so there will be more variety but the mercenary thing feels like a gimmick.
[quote who="MacsenLP" reply="8" id="3616799"] Are people expecting tactical combat with invasions or something I don't think it will ever happen not sure I'd want it personally (more micromanagement) so I think Stardock were right to delay doing anything to it when there are areas of the game that have more serious issues/need lots of attention. Planetary invasions work (the pop bug was fixed) other than to add flashy graphics and maybe some tool tips
I don't think the wheel will ever work, with the little coercion we have now we are essentially back in 1.3, specialized manufacturing/research/money worlds are just way more efficient and the one slot for the building and the small approval hit is not compensating the immense advantage from those worlds. You already control the planets output by building placement, why do we have to control it with the wheel as well? Changing the focus with the wrong buildings gives you alm
I think the problem is the insane production you get from the special buildings and adjacency bonuses, the stuff you get from later techs should be way more expensive I think.
Many complaints are about bugs and they are right, the game was released about one month too early. There are so many little things which are still not in there, for example the game advertises up to 128 opponents but there is still no randomize race option which is pretty much required to play with a lot of races. Also many tooltip errors/incomplete tooltips confusing people a lot and I could not get my last 2 games past round 100-200.