Darkscis

Darkscis

Joined Member # 5769052
0 Posts 20 Replies 2,212 Reputation

The issue for many of us who want the wheel to come back is that there was NO reason to remove it in the first place. Sure, it required some balance and there was plenty of things that could be done to reduce the micro management it caused for those that didn't like it but still, there was NO reason to remove it. Dev hours were wasted removing a feature which only required some balance changes and a few UI buttons to fix. Now more dev time is being wasted re-implementing it in 1.5? You co

36 Replies 68,328 Views

[quote who="admiralWillyWilber" reply="12" id="3596350"] Or you could choose not to use the wheel locally; instead of killing it. Why are you so adamant about something you don't have to use! That is a mistake that civilization made it kinda ruins the game now you can't control your citizens, or just as bad control your spending. [/quote] That's my point :) I'm one of those that loved the wheel, micro'd it every turn on every planet and hav

14 Replies 46,132 Views

I do find it funny that when discussing the wheel everyone was talking about "seeing as the option to micro is there, and it is so much more efficient, you can't just ignore all that micro. We are forced to do it, kill the wheel!" then Pocus mentions this micro and everyone goes "You choose to do this micro, just because you can doesn't mean you have to"

14 Replies 46,132 Views

I would like to see resources clumped up a bit more, instead of random resources being available everywhere. If there was only 3 or 4 areas on the map that had anti-matter (and there was 5 or 6 in each "clump") there would be a lot more conflict over said area. If you combine that with not letting people build starbases in "owned" territory then you can present an interesting dynamic with 3 or 4 factions each building military starbases in this area, trying to exert their sphere of influence

18 Replies 61,144 Views

[quote who="tesb" reply="3" id="3585493"] 3) War and diplomacy: There should be different kind of wars: extermination, trade disputes, border disputes, conquest, show of force, religious wars and so on and each race should react differently to each type of war, e.g. drengin get approval bonuses when starting a war of conquest but loose reputation with other peaceful races. or peaceful races suffer upheaval from the own population when declaring war of extermination. Each type

44 Replies 68,315 Views

That's fantastic news and hopefully something that finds it's way into the game Frogboy! It would be fantastic if choosing your race not only affected your portrait and race traits, but fundamentally changed what you were able to do and how the UI looked. Perhaps the Terran's can't 100% control their planets and have to use governers but the Drengin can and do 100% control them. Perhaps the Iridium Corp functions much like a senate but their decisions are purely focused on pro

44 Replies 219,312 Views

As others have already stated, I don't see why forcing all empires in the game to adopt a realistic Earth approach to it's government (in regards to the inability to directly and 100% control it's members - not to mention it's not even realistic for all countries on Earth!) helps with immersion. If anything, it completely and utterly destroys it for me. Why would the Drengin have a senate and not be able to war without said senate approval? Why would the Yor *SINGULARITY*, an

44 Replies 219,312 Views

This is how I play Endless Space with my custom Sower race. It works very well there due to their traits. I have not tried it in GalCiv3 yet, however it is food for thought. The advantage of this style of play is that you can shift your focus very rapidly depending on what you need. The disadvantage is that the direct manufacturing -> Food/Science/Income carries innate penalties.

4 Replies 11,512 Views

[quote who="janhardo" reply="81" id="3577819"] Thanks Yes, there are different strategies to follow for ruling the galaxy. The strategy of marigoldran is attractive : the conquest victory , because it seems there is not much researching involved other then for building militair ships This strategy seems to be the most simple one ?.. and therefore a good starting point. On the other hand ..no militair force other then minimum defence

160 Replies 413,806 Views

I initially thought the same but then I started to think of it more like an "imported work force". Say you license someone one of the farm techs - the way I see it is you are borrowing some workers from that civilization for the period of the license who come out and build those farms for you. Yes, you would eventually be able to reverse engineer it but that takes resources and time as well (hence the reduced cost of researching it yourself). You don't just get handed something and immedi

25 Replies 103,140 Views

No, my timezone is pretty much 12 hours opposite PST - meaning that when you start to play is when I am heading to work :) I could potentially join games that start on Friday night or Saturday night PST (meaning Saturday morning/Sunday morning for me) but that also largely depends on the boss (wife).

32 Replies 50,822 Views

As with all 4X games, the direction in playing is up to you. A lot of people fall into the "too much choice, not enough focus" problem which was(is) prevalent in the Civilization series. Going into the game with a clear idea of which winning condition you want to pursue helps you pick not only your race, but also your starting tech choices and settling strategy (or vice versa, which race you pick helps you narrow down the winning conditions you choose to pursue). Not all plan's survive co

160 Replies 413,806 Views

[quote who="MacsenLP" reply="66" id="3576987"] LOL, WOW that micro. That's a prime example why certain things need to be better represented in the game or streamlined because people will go to crazy lengths and waste their time and ultimately become frustrated with the game if Stardock don't. (I haven't done that but I've done some stupid levels of micro as well because of the games flaws) [/quote] heh, I love it. May

69 Replies 268,779 Views

I very much like the idea of stockpiles, the same as Legendary Heroes had. It actually quite surprised me when I jumped into my first game and found out they used this particular system instead. The stockpile idea just makes more sense considering the "lore" of the game. If I mine Durantium and make ship armour with it, why would I get it back when the fleet is lost in the far reaches of deep space in hostile territory.

14 Replies 33,743 Views

[quote who="MacsenLP" reply="61" id="3576812"] and a loss of some control over percentage manipulation I think is worth the price for a number of positive knock on effects and the removal of something I don't think works well, but I know I have some convincing to do.[/quote] That's the bit where you lose me. I don't think it is worth it at all. I think we agree on a lot of things but our disagreement boils down to pretty much this. As you have said though, there

69 Replies 268,779 Views

[quote who="eviator" reply="47" id="3576711"] For what it's worth, there is a wide gap between someone who uses the global production wheel only, and someone who eeks out every single 10th of a point of production. I fall somewhere in that range, where I will make some planets generic under the global wheel, and many planets specialized but not to a silly degree. On a scale of 1 to 10, where 1 is global wheel and 10 is eek out every point, I am at about a 7. Some examples: [/quo

69 Replies 268,779 Views

[quote who="MacsenLP" reply="29" id="3576576"]Recent very successful strategy games like Europa Universalis IV and Civ 5 got rid of slider/percentage systems entirely that their previous iterations had and are better for having done so imo. [/quote] There's also a reason a lot of the "hardcore" players returned to Civ 4. Civ 5 dumbed things down way too much. Sure, it is better for the casuals and that is probably where Stardock wants to keep this particular

69 Replies 268,779 Views