In the 3 October dev stream the devs talked about large numbers of civs in play at one time on the final base game. There were references when they were talking about galaxy size, when they were talking about the UP interface (ie, how the reason for most civ information on the UP interface being shown via hover text being because the alternatives wouldn't be feasible for 100-civ games), etc. So it's not just for modding.
allie-cat
Oh goodness no. The 100 games was just because technically they could do it, not that you should or will actually play games with 100 civs. I very much doubt they will balance for that or that will be taken in consideration for hardware system recommendation. Though I bet you'd need a beefy machine for it to run well. <div id="in
I'm probably worrying about nothing, but 6gb RAM still seems a bit low for running a 100-civ game (not including minors?), especially in the middle game when most are still in the game and all have large fleets, populations, etc. I'm assuming the devs took that into account when they gave the recommended system spec...?
I dunno if this happens on other interface sizes/resolutions, but on large UI + max resolution you get stuff like this occasionally. This is the first time I've noticed it so I dunno if it happens in other places where more than just fluff gets obscured, but it annoys me (particularly since I've seen the same thing on Hearts of Iron 2 a lot, where it primarily effects the descriptions on option b
I'm watching the dev stream from last week now and I'm at the point where they talk about how the player having a weaker military makes the Iridium take a more hostile stance towards them, and I had a thought. I don't know if it's too complex or anything, but I'd like to see how a rival civ responds to something like that be effected by the disposition of the civ in question's ruler and/or ruling class and/or public. So for example one rival might respond to you having
Oh, ok :) I did think it was strange for the design of a faction that isn't typically portrayed as unusually militaristic would force it's players in practice to focus on militarism
XD So I guess an Iridium player, especially in multiplayer against human opponents who understand this game mechanic, would be forced to go on the military offensive early in order to prevent themselves from falling too far behind in influence o.o
[quote who="peregrine23" reply="18" id="3496240"]There will be for planets, but I'm not sure about other tiles.[/quote] Thanks :) [quote who="jbbrower" reply="19" id="3496291"]Where the heck are Consulate, Cultural Center, and Outreach Center? I swear I have search the entire tech tree and the Ideology tree and I can't see where you get those. I have invaded planets with them, so I know they are in the game, but I
Ooh, so basically, you capture the palace and the less interested provincial governors just change the flags and get on with life? I like that :) Do you know if there will eventually be a visible marker for a given tile/sector/planet's culture?
Am I interpreting this right, that a given civ's culture value can't decrease but the rate at which it increases can, for example by eliminating starbases and influence buildings? And it is possible to catch up to and overtake another civ's culture in a given area by spamming culture buildings, even if it's increasingly difficult the wider the gap gets?
One difference between Galciv 1 and Galciv 2 - that so far doesn't seem to have been changed back or otherwise altered in 3 - is not knowing how likely a border is to change by cultural influence and in what direction. Unless the difference is that one civ can't take territory from another through cultural influence alone?
What would be really useful is if you could filter out following ships that are just on routine patrol or something unless they find something. Having to sit through that on Galciv 1 in order to have a chance of not missing important ship movements is annoying as hell, even with the fast animation. Maybe if you have follow autopilot on, you should be given a choice when setting an indefinite patrol or a long journey whether to except them from follow, follow only when they encounter an anomal
Cool :) not really what I have in mind though. You know like how Civ games allow you to have a late start? I'm thinking like that, but with more flexibility
One thing that's annoyed me immensely about every Galciv game is autopilot/AI animation being too fast to actually keep track of. That's especially important in wartime for example
Also money. The starting financial stockpile should be customisable as well, so you could effectively have points buying of planetary infrastructure and military
One thing I'd like to see, if it's not too late, is the ability to start from any tech level, by points buying. There could also be a sliding scale of existing infrastructural development, so for example 1 on the scale would be the default starting compliment ie 1 survey ship 1 scout ship 1 colony ship 1 shipyard, but 2 would be 2 colony ships and a constructor, 3 maybe 3 colony ships 2 constructors, etc etc
Has anyone else found that the game sometimes crashes during initial loading when you quickstart? It's only sometimes though, because I tried again to check and it loaded properly
That's true. Maybe Civ 5's method is better? (conquered cities give negative happiness until you build a courthouse - which can't be done until the city leaves a "resistance" phase even if you have the funds to just buy it in every city, about 4-5 turns on average - and an overall negative happiness makes population growth slow to a crawl as well as giving other fairly significant disadvantages)
[quote who="Schaefespeare" reply="20" id="3470897"] For the benefit of Erischild amongst others, I have changed my view somewhat on the Eye-candy factor. To wit, quoting my own "My Feedback" thread : I was very unimpressed with the planetary combat viewer when you invaded in "Twilight". If anything needs better visuals and graphics where you're a part of the action, this is it. I want to be a trooper landing on the planet, making tactical decisions that
Of course, that's probably a non-issue with something like this, I doubt it would even be available in multiplayer
I've never especially liked the concept of paid DLC, but if it's for single player games and the content isn't going to happen otherwise, then that makes a lot of difference. But when DLC results in a financially-tiered multilayer community where people without particular DLC can't access significant numbers of multilayer games/servers, that's unacceptable regardless
Yeah, my conception when I wrote the OP was for the player to have the ability to change the difficulty on their own initiative (and if it's available in a multiplayer game, for the decision to be up to the human players collectively either by majority vote or unanimous consent, after an individual initiates the process)
I agree. If some players decide they get more out of the game by playing it a certain way, that's up to them. Don't tell me ProfoundGlee has never used cheat codes on a GTA game
for example, you shoot at a star to produce a gravity alteration that sucks all the planets in its system and, after a few turns it stabilize to produce a mass of rock where you can harvest one of the hardest and/or more valuable resource in the galaxy. Ooooh. I'd love to see that concept in the game
I agree with joeball