Wer900

Wer900

Joined Member # 5957096
12 Posts 127 Replies 9,210 Reputation

Will we be seeing the revamped planetary-invasion and diplomacy systems in 1.8? While this has been an excellent update in terms of QOL and automation of mundane tasks, I would like to be able to make planetary invasion far more in-depth, involving moving of troops to capture/defend strategic areas, evacuation of civilians, orbital bombardment, scorched-earth tactics, etc.

74 Replies 199,131 Views

[quote who="naselus" reply="531" id="3594043"] I'm thinking about locking factories onto just producing Military output, so that social is 'locked' at 5 per turn (possibly + base production). Not sure about it yet though. [/quote] I would strongly disagree with this, as the economy (and even government expenditures in normal times) is much more civilian than it is military. There has to be some accounting for this fact.

735 Replies 1,238,449 Views

[quote who="Annekynn" reply="367" id="3588142"] Furthermore since 1.3 optin 2 vanilla didnt do this, unless 1.3 final dramatically improved something im now seeing the AI wielding 7 ship fleets of Medium ships before ive even begun to research Medium tech, that is how far behind I am. Ive never paid attention to how quickly I start getting medium ships before but surely 150 turns in it would have happened already. Goes to show how far behind I am now and thats WITH massive amounts of che

735 Replies 1,238,449 Views

Planetary defense should be multiplied by a normally distributed random variable of mean 0.5 in order to ensure that it is not unbeatable. Otherwise, it's simply impossible to invade a planet which is ridiculous. On-ground resistance should have some random factor but be less random.

13 Replies 10,453 Views

Hi Naselus, I've already mentioned this but would it be possible to re-add maintenance costs for buildings into a future version of the mod? Post production wheel, I think that the best way to balance the in-game economy with the modding tools we're given would be to set a moderate fixed maintenance cost for manufacturing buildings; in addition, for every 1% increase in manufacturing that the manufacturing plant gives, there should be <span style="text-decoration: line-through

735 Replies 1,238,449 Views

True. There should be multiple pirate factions and criminal organizations; in addition, there should be galactic corporations that spring up from time to time (like pirates but not at war with anybody to begin with) owning shipyards, technologies, and mining bases. Players should be able to purchase a wide range of goods and services from said corporations.

18 Replies 76,729 Views

[quote who="yort68" reply="30" id="3586160"] Invasion – Invasions should be expensive long drawn out affairs. I would like to see a system where you don’t take a planet in 1 turn. I envision having to build an army(tanks, soldiers, etc). Each planet would have it’s own defenders spread over the planet. Each turn the attacker you pick a tile that it did not control and fight

44 Replies 68,344 Views

Great work! Unfortunately I haven't got the time to mod right now but if you can help others make custom races, good!

34 Replies 140,312 Views

I don't have time to write much right now, but as I've mentioned everywhere each category of production (manufacturing, research, services*, food, etc.) should produce a certain amount of revenue for each unit produced. Applying total production to produce these outputs, however, should result in a quadratic cost, and building and maintaining the structures should carry a fixed cost every turn. Moreover, wealth should not be a category in which to inject total production, but should i

95 Replies 588,539 Views

I would like much more detailed economic management involving a private and a public sector, production capacity vs. optimal levels of production (and, as a consequence, employment/unemployment). In general the economy should auto-run itself for maximum profitability (optimization algorithm - easy for computers to do) but the player should be able to tax this at a percentage (high tax rates lead to low approval) in order to subsidize social, military, etc. that would be otherwise unprofitable

44 Replies 68,344 Views

Naselus, I mentioned imposing a cost for military production. Perhaps this could be done by the same means you use to reduce production based on Approval?

735 Replies 1,238,449 Views

Perhaps surrender chances could be impacted by ideology. Benevolent civilizations could have a lower rate of surrender but prisoners of war under benevolent civilizations would have a higher rate of survivorship to the end of hostilities (when crewmen would be exchanged). Malevolent civilizations on the other hand would see higher rates of surrender but prisoners of war held by them would see lower survivorship. This could be tied into an exp. system and planetary invasion as well.

6 Replies 5,169 Views

[quote who="naselus" reply="282" id="3581847"] Quoting Wer900, reply 281 I think by adding maintenance costs to starbases it would reduce, rather than increase, starbase/shipyard spam. Starbases would be most useful to provide navigation routes and "internal" starbases would follow long after that, perhaps only being justi

735 Replies 1,238,449 Views

[quote who="naselus" reply="252" id="3581048"] Quoting Wer900, reply 251 Hi Naselus, I suggest that you dramatically reduce traveling ranges in order to make starbase-guided routes of travel more viable. It would be a good idea to keep the galaxy more empty so that there's always more colonizing to do. Furth

735 Replies 1,238,449 Views

I would particularly like #6. Planetary invasions in general ought to become more complex involving ground, naval, and air superiority over the various tiles of the planet. As it is, planetary invasions in GCIII do not encompass the huge logistical challenge that the real thing would entail.

3 Replies 3,831 Views

Hi Naselus, I suggest that you dramatically reduce traveling ranges in order to make starbase-guided routes of travel more viable. It would be a good idea to keep the galaxy more empty so that there's always more colonizing to do. Furthermore, starbases and shipyards ought to have extremely high maintenance costs, on the order of 10 bc per turn base, due to the immense value that starbases would provide in navigation. Expansion requires a significant capital investment and

735 Replies 1,238,449 Views

[quote who="naselus" reply="170" id="3576199"] Quoting Wer900, reply 168 Why haven't the Odair sued for peace yet? Not sure tbh. The AI should be willing to throw in the towel when they have [/quote] The Odair finally su

735 Replies 1,238,449 Views

There shouldn't be a wheel, there should be real revenue and production curves, retained and circulated wealth, unemployment and taxation, etc. In other words, the features of a real economy, part of which functions with state intervention and part of it based on profit maximization. Morale should be worked into this system somehow. For the planned section of the economy, though, there could be sliders, grouped by planet or by groups of planets. In fact this idea ought to be worke

69 Replies 268,896 Views

Hi Naselus, In my current game, playing as the Terrans, the Odair Conclave and Krynn Consulate are unwilling to make peace at all. Both civilizations declared war, naturally, when they were significantly more powerful than I was, although over time I was able to build up a military fleet capable of taking on the Odair (the Krynn are too far away to prosecute any sort of war with me). So far, the I have conquered 5 Odair planets, while they only took one (faraway and newly established)

735 Replies 1,238,449 Views

Not just the production wheel, but the entire economic system of GCII needs to be reworked to account for wealth in circulation ("maintenance"), wealth not in circulation ("savings" or "profit"), and taxes, which would come out of the latter. I've detailed this idea in another thread: [quote who="Wer900" reply="3" id="3575162"] Quoting , quoting post

32 Replies 136,291 Views