[quote who="MichalRhys" reply="18" id="3467733"] Quoting Schaefespeare, reply 17 Schaefespeare Having read the review of "Sid Meier's" new "Alpha Centauri" remake [Civ5:Beyond Earth], Firaxis are going to give Stardock strong competition to achieve success with GC3. Interesting. I hadn't seen anything on Sid's new AC2. I'm not sure there will be much competition between the two -- at least in my mind, I've alwa
allie-cat
I suppose one thing that could make building a settlement on an uninhabited planet as opposed to a good ol' fashioned space station worthwhile is resources...
Well, n equivalent settlement on a dead planet would be less efficient than a space station because it would need more exterior maintainance (since most dead planets still have an atmosphere of some sort, and therefore weather) and because ships would need to use more fuel/power to get in and out to compensate for the planet's gravity. I'm not sure if it would also have some positive over space stations that would make it worthwhile
I often find when I play long-haul campaigns on 4x games that either I get overwhelmed in the early-to-mid-game, or it goes so well that by the late game I'm too overpowered relative to my rivals for there to be any challenge or fun in it, and based on discussions with others that's quite a common problem. The most obvious solution is to allow the player to be able to change the difficulty level after the campaign is underway, so if that's not something the devs are already consid
Even if that level of specificity turns out to be too complex an addition, there can be advantages to more general species diversity. There should probably also be drawbacks though, otherwise it runs the risk of a few planet conquests/defections/gifts giving one player too much of an advantage
I agree. If we can't cure the disease we can at least treat some of the symptoms. And to be honest, manual settlement placement should be an option anyway if not necessarily the method of settlement placement
Can we please stop treating "good" and "evil" as ideologies? It doesn't make a bit of sense. Even if everyone could agree on what good and evil entailed, "evil ideology" means what - an ideological commitment to make everything shit for everyone? I can only interpret "evil" in the context of a motivating force as meaning amoral/unconcerned with ethics. But that wouldn't come with motivation to solidarity with others who are similarly unconcerned about ethics, as diplomatic bonuses for
Yeah, I think that's a good idea. On previous games, there's a sense that people on a conquered or defected planet just sort of "become human", which is kind of annoying. And as well as the advantages of a species-diverse civilisation, to the extent that different species start living in the same communities, tracking citizen species could open up an opportunity for there to be interesting challenges in terms of accommodating different physiologies and neurologies.
I really like that concept, but I agree with other people that it should be a post-release patch or DLC. Not at the expense of gameplay, and since it's not something people would expect from the game, not at the expense of pushing the release date back
But what if (unlikely I know) all the available tiles are bonus tiles? Maybe the player should be able to choose where to put the initial settlement, with an option for automatic placement Schaefespeare raises a good point though. If it's symptomatic of a general problem with how the AI places facilities, then manual settlement placement would only solve part of it
I'm guessing that on larger galaxies, the minimap will zoom in and out as well as the main view? I dunno about anyone else, but I'd actually like to be able to zoom it in further than a small galaxy's default scale. It would make it more useful for tactical as well as strategic. Or maybe it's just my eyesight/resolution