Wer900

Wer900

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

Having played Galactic Civilizations III it seems that the number of buildings one can put on a planet is quite small. Planets should be much larger (and have a greater number of workable tiles to match), perhaps with 10x the number of tiles that they do currently. Additionally to add variation to the game the different radii of planets should have an effect on the number of tiles and thus the planet quality of the world. Implementing this feature would allow much more to be done with adjacen

8 Replies 4,440 Views

[quote who="sweatyboatman" reply="3" id="3511154"] Why not have ships and planets turn neutral if you get too indebted. The consequence of running too high deficits for too long is that (some of) your colonies rebel and (some of) your ships go pirate. It shouldn't be just "going into the red", the effect should scale based on GDP (or the ingame equivalent). [/quote] This is not a bad idea at all. However, putting it in the game would require a full implementat

7 Replies 7,755 Views

[quote who="FenrisLokison" reply="17" id="3474021"] I don't think Wer900 deserves sarcasm for his proposal. It may sounds too ambitious or too complicated, or you can just don't like it but you should at least respect the time and efforts it took to write this. It has at least the merit to try to get out of the everlasting model of production hammers and research vials that exists since civ 1. [/quote] Thank you. Although

23 Replies 99,729 Views

[quote who="FenrisLokison" reply="11" id="3473541"] To Wer900 let's see if i understood well: Initial situation - i start with my initial colony, lets say 10 hammers production. - i suppose these 10 hammers generate wealth, lets say 100 currency units for a currency unit value of 0,1. - i suppose this generation must be tied to population somewhere, since a product needs to be sold to generate wealth. - lets say that initially, the first colony is an ed

23 Replies 99,729 Views

[quote who="Schaefespeare" reply="12" id="3473553"] Sorry WER900 but I don't think your ideas here add anything to game-play, I still think the way to improve game-play and the Economics of the game is through an enhanced Trading system as we've discussed in other threads. If you want an economics simulation game I suggest you try the "Patrician" series of games to see how well it does it. I don't want to seem bullying but I think everyone should realis

23 Replies 99,729 Views

Agree completely with Larsenex! Influence border spreading in fact should be eliminated entirely; a player should be given a two-hex-radius exclusive economic zone surrounding each planet, split up evenly with another civilization if planets are shared evenly. The only "territory" should consist of planets and star bases.

15 Replies 857 Views

[quote who="FenrisLokison" reply="7" id="3473311"] Hello hmm, i failed to understand OP's point... OP started with the issue of having planets able to make money out of nothing: (population + minting buildings = lots of BC) x tax rate = BC available for player in order to pay for maintenance/rush buy/diplomacy Good, i can understand that it doesn't make sense. OP's solution is to explain where this money comes from

23 Replies 99,729 Views

[quote who="admiralWillyWilber" reply="1" id="3473116"] Agree that economics needs revamping in that the names suck. I have to disagree about colony income sometimes they aren't making money in the beginning. The game economics works on taxes which to my opinion is unrealistic. The central bank is private and lends money to everyone at a rate of interest, because it is private there is no destroying savings as long as you pay the interest on the loans there is no diploma

23 Replies 99,729 Views

IMO the territory of a player should extend to the planets, asteroids, and star bases of the player. There should be a three-tile exclusive economic zone surrounding each planet but no more. As I have mentioned earlier, planetary influence should be spread by trade to other planets.

55 Replies 179,143 Views

I have noticed that Galactic Civilizations II had a very rudimentary economic system which failed to account for the complexities of managing an economy. Market centers, banks, and stock exchanges would mint money, even if there was no industry to produce goods to be traded, no people to deposit money in banks, and no corporations to be invested in. Furthermore, the economy in GalCivIII is entirely controlled by one's government, whether on new colonies which would not justify expenditure

23 Replies 99,729 Views

In fact, I would support if planets could be split between several empires, perhaps as a result of invasion, purchase, or insurrection. Citizen races, cultures, and citizenships could play a part in this; if citizen citizenship goes above 66% for a given foreign empire on a tile of a planet, a referendum may be held to transfer the tile to the empire. Success rate of referendums will be (% of citizenship - 66%). So with 75% citizenship of a given foreign empire, there is a 9% chance that a re

33 Replies 11,483 Views

A good idea might be to split up each player into three components: a primary player, a secondary player, and an AI. The primary player would be able to establish certain reasonable restrictions on the action of an AI (no declaring offensive war, no buying/selling planets, etc.) in order to ensure that his/her galactopolitical strategy has not been ground to dust through his non-presence. Multiplayer games would be stored on Stardock's servers in order to ensure consistency, and transitio

7 Replies 2,153 Views

[quote who="Schaefespeare" reply="17" id="3471292"] Personally I'd like to see the whole Influence mechanic scrapped and the Trading system overhauled and enhanced, at least enough so that the above objective could be achieved with a *Trading Starbase* [built from constructors of course). Then you could , say, trade with planets within a radius of X, Y or Z hexes dependent upon Galaxy/Universe size as well as using it as a stepping-stone to other races. [/quote]

33 Replies 11,483 Views

If they allow for multiple map objects to be created in the game, it would be fine by me. Perhaps "system maps" could become another game setting like Mega Events for those who want to play with them.

33 Replies 31,793 Views

[quote who="econundrum1" reply="29" id="3464441"] As to real science of warped space well we would need either much larger amounts of energy than the game suggests or exotic matter with things like negative mass properties so none of these 4x space games are very realistic in that sense nor is star trek. But it's a game so I over look this [/quote] A bit off-topic, but [quote who="econundrum1" reply="29" id="3464441"] Another aspect of the game that I did no

33 Replies 31,793 Views

My own intent was to make starbase-anchored travel routes a central part of the game. Overall range would be the same as it is now (albeit slightly shorter), but outside of a very small radius from starbases or planets (5 pc radius, maximum) speed would be very low due to the lack of a large device to create massive warp bubbles. The effect would be more pronounced for fleets containing only small or tiny ships, and less so for fleets with large ships, but never outside a s

33 Replies 31,793 Views

Do any of the Founders know of a way to mod multi-maps into GCIII or even GCII? I believe that many people would like it as a mod (the starbase part could be done easily with data modding). Another idea would be that the influence range of starbases and planets would only extend a few parsecs away from the starbase itself. One cannot have a significant influence over deep space, and the game should reflect that reality. Rather, influence should be spread by trade, both passively and w

33 Replies 31,793 Views

[quote who="Gaunathor" reply="8" id="3464179"] Quoting androshalforc, reply 7while i don't have access to the relevant quotes atm. I believe it has been stated several times that yes you travel more slowly when close to large masses Here you are: "The unit of measurement used to describe space travel is the adjusted parsec or just “parsec”. The term parsec we know in the 20th century is called a “true parsec”.

33 Replies 31,793 Views

[quote who="jim_viebke" reply="1" id="3464068"] quoting post[...] the scale aspect. Planets are almost as close to each other as stars are to each other. [...] As I understand, tiles on GalCiv maps represent time, not distance; the idea being hyperdrive is magnitudes more effective when farther away from gravity sources.[/quote] Parsecs are a unit of distance (3.26 light years to be exact), so yes, the tiles on the map represent distance and not time. Habit

33 Replies 31,793 Views

Having played Galactic Civilizations II: Twilight of the Arnor , I feel that one of the least developed aspects of the game is the logistics associated with star travel. Travel from one star to another is an extremely massive and difficult undertaking that cannot be easily conducted without help. Even with the aid of Alcubierre warp drives, it would take two weeks to move one parsec with the amount of energy (one-tenth of Earth's annual electricity generation) accessible even to o

33 Replies 31,793 Views

On the topic of maps, we could also add star system maps that can be accessed by moving a ship atop a star and then zooming in (the same principle used for a tactical map. Not only would such a development be far more realistic in terms of scale, but it would also remove the clutter associated with planets especially on maps with lots of planets.

38 Replies 152,462 Views

@trims2u: I have played Civilizations III, IV and V. I know what I am talking about when I want spherical maps. To begin with, the polar regions on a Civ-style map are much, much larger than they would be in real life, and the equatorial regions are consequently relatively smaller. A triangular geodesic sphere would do away with all of these problems.

38 Replies 152,462 Views