eviator

eviator

Joined Member # 6176744
72 Posts 590 Replies 3,542 Reputation

Was looking forward to the new AI planet management and governors. Then this happened. Granted it's not the best planet, but as you can see the governor completely fails with regard to adjacency...still. This was the first planet I colonized, and my first use of the governors, in this case the Research governor. One data point isn't g

21 Replies 86,737 Views

In GalCiv3 you took some previous races and changed them. For examole the Yor is trying to be a collective, the Iconians were all but wiped out and trying to start anew. Civilizations evolve, both biologically and culturally over eons. Culture changes, history is forgotten, technology is lost, civilization is rebooted. Perhaps you can take that approach. The galactic civilizations, humans included, have evolved over hundreds of thousands of years, having lost knowledge of the events a

226 Replies 1,273,000 Views

Tetrasodium, I'm sure all that is true. I was beta-testing and offering feedback since beta 1 and I got to hear, week by week, all the cool things they planned to get done by release. And as that date approached, item after item got pushed to the post-release roadmap. Patch 1.5, assuming it addresses constructors and starbases, will finally be the completion of the biggest pre-release plans, minus invasions, which is now on the expansion roadmap. The point is, if they had pushed back the

89 Replies 332,362 Views

I am encouraged by what the Dev stream showed with regard to the planetary production changes. This coming from a guy who used the per-planet wheel to min-max. As for techs to shift production to by 100%, I agree we don't need it. Doing that would make people think they need to do it, and it would bring back some micro, and make projects useless again. 25% shift is good. I remember in GC2 in the "Colonies" tab you could change multiple planets' focus at once. I recommend you d

5 Replies 6,537 Views

[quote who="MacsenLP" reply="12" id="3587814"] This! I read your review on Steam recently Eviator, it was really good thinking of doing one myself. [/quote] Thanks, but it broke my heart to write it. I really hope Stardock can change my mind in the coming months.

69 Replies 302,471 Views

This patch here is an inch of micromanagement progress with a mile to go. I like how "fleet management improvements" means cleaning up the ship list and making a new waypoint window. Eh, I guess it's something. Looks like we need to wait until 1.4 in October to see what they do in place of the planetary wheel, then 1.5 in November to see what the plan is for starbase and constructor management. Another two months of this game sitting in my steam library unplayed. What is truly rev

69 Replies 302,471 Views

I think not only can they improve governor improvement AI, they must. Otherwise the AI will always be easy to beat. That said, I will never use improvement governors for my main empire. But I would like to use them after conquering distant worlds so I don't have to build them up myself. Improvement governors need to be separate from production allocation. That's how opt-in #2 is now, where governors only build improvements, not mess with production settings.

8 Replies 55,501 Views

I disable them. They serve no purpose except to force me to move my ships one tile at a time. When ships get experience for killing them, then you're on to something.

18 Replies 76,719 Views

Please for the love of God do something to make fighting pirates beneficial. Right now they just act as obstacles and penalties for not moving your defenseless ships one tile at a time. Watch a Mascen Let's Play, you'll see him doing this a lot. I just turn them off because they are pointless and annoying. Make me WANT to turn them on, perhaps with veterancy.

44 Replies 68,338 Views

The per planet wheel as implemented at release needed changing. It wasted too much time and effort for those of us who enjoy the specialization mini-game. I would have preferred a solution that allowed high specialization without so much micro. However I am not disappointed with their decision to get rid of it altogether. They are essentially going back to the GalCiv2 style, where you can "focus" a planet's production with a single click, while controlling overall production with the glob

36 Replies 112,589 Views

The per planet wheel as implemented at release needed changing. It wasted too much time and effort for those of us who enjoy the specialization mini-game. I would have preferred a solution that allowed high specialization without so much micro. However I am not disappointed with their decision to get rid of it altogether. They are essentially going back to the GalCiv2 style, where you can "focus" a planet's production with a single click, while controlling overall production with the glob

14 Replies 26,700 Views

[quote who="BRNKoINSANITY" reply="11" id="3584918"] eviator, if you post the video as "unlisted", anyone can access it but ONLY if they have the direct URL link. Publish it that way and post the link to the forum. It won't show up anywhere on your channel or in any searches. [/quote] Interesting! Devs is that acceptable?

21 Replies 137,410 Views

[quote quoting="post"] We ARE going to get rid of the per planet spending wheel. I know many of you like it but it is just incredibly tedious to deal with and violates the general spirit of GalCiv (there's a reason we never had this in previous GalCivs, it's not like we hadn't thought of it). In its place will be something different. We'd like to hear what YOU would like to see in there. [/quote] 1. The governor system in 1.3 is okay.

95 Replies 588,478 Views

Played the game, focusing on the govern settings. Good thing #1: Forcing planets to be less specialized through governors that restrict production settings isn't as bad as I thought it would be. Yes production is wasted, and it will take me some time to mentally get over that, but its not the end of the world. I feel gimped and weakened, but I guess I'll now be using the same management rules the AI is using, so they will be more of a competition. Good thing #2: Since

92 Replies 116,495 Views

About tatsubj's thing with tech. I politely disagree. Tech enhances choice. Choice leads to strategic decisions. Do I build more units or do I make my units stronger? Do I build stronger turrets, or do I unlock the "reveal" global ability? The only case where tech does not enhance strategy is if players do not have to make hard choices. The draconian measure would be to make techs exclusive. A less draconian measure would be to make researching expensive. Right now you can research withou

18 Replies 96,750 Views

Until I play 1.3 I won't say my opinions are conclusive. I heavily specialize and micromanage my planets, and using the per-planet production wheel is a big part of that. That said I also dislike changing that repeatedly, so I am not opposed to it going away, reducing specialization to a degree, but also reducing repetitive actions. What you do instead better darn well be good. Naselus makes some very great points. Let me summarize what it appears you did in 1.3: 1. You to

92 Replies 116,495 Views

I agree with a lot of other suggestions above. If I'm to hold myself to just 5 things, these are them. Others have said these things, but so I will echo the ones I would love to see, in this order. 1. Production wheel/slider profiles to which multiple planets can be set. You also should have governors to automatically switch planets to different profiles when certain conditions are met. Governor 1: When the planet's queue becomes idle, automatically set it to profile X. Govern

68 Replies 339,714 Views

Seilore, those aren't flaws, just different gameplay mechanics. It could be possible for nations to create a second United Nations. There's the European Union already. I'm pretty sure some countries want a "Caliphate", which wouldn't necessarily be opposed to or mutually exclusive with the UN. Some countries could belong to both, while others would belong to one or the other or neither. The UP's "in or out" is just too limiting.

8 Replies 41,615 Views

Late game life support is very cheap mass-wise, but you'll have to equip your own ships in the designer. You can build darn powerful ships with a lot of range. I did it on an insane map with a couple starbases placed centrally in the galaxy.

7 Replies 17,709 Views

There is a fleet management screen. Not sure it fits your needs, but so far works okay for me. Lists though, man the lists become useless after about 30 entries without meaningful sorts.

15 Replies 66,041 Views

I've tried the mod, works great! Now that I've seen it in action I see how it can be exploitable. For now I'm enjoying the reduction in micromanagement, and trying to minimize double-dipping. If Stardock ends up creating a UI element that does it without exploit, I will start using it. How much micro did it save? I specialize my planets, some planets are full manufacturing and those planets support shipyards, with the production wheel set to 100% manufacturing. I keep my s

8 Replies 30,478 Views