[quote who="naselus" reply="10" id="3587517"] Meh, that really just depends on how you look at it. Personally, I think of the production wheel as being representative of government spending, rather than the total sum output of the world - there's probably a significant private sector going on, which is largely the only possible explanation for why trade routes don't seem to require you to actually, y'know, build any goods to sell. From this point of view, it makes
CEOMorgan
I imagine there's a chance someone will just mod it back in, and if so those folks can be happy. As far as me, I'm one of the ones glad it's being done away with because I like Gal Civ to be more of a simulator of what could actually happen, versus perfectly controlling everything. Then again, what's fun for me isn't for others. As it stands I play the game by never letting any of the three options go above 50% because it's more fun for me that way, and it'
I agree. The only time I will use a military starbase is if I'm mining an archelogy relic and there is nothing around it to mine...so not often. The tractor beam and slipstream generator (exclusive to military starbases) are nice, but they come late game and by then, you've already built most of your important starbases, or you are so far ahead that it doesn't even matter. Military starbases can and should be relevant early game. There need to be situations where building
[quote who="Buladelu" reply="15" id="3587380"] And this "ask for constructor" button doesn't help cause it builds big fancy constructor with latest engines and life support when in 99% I want to get cheapest crap ship. It gets there 2 turns later but it'll take 2 turns fewer to build! [/quote] Yep. The proposed system removes the need for spamming completely, but it does take power away from player who want to insta-build stuff late g
[quote who="leiavoia" reply="12" id="3587364"] Interestingly, GC2 already did that. You could set the base on auto-upgrade with a priority list. It just hasn't made it's way into the GC3 UI. [/quote] Ahh, I didn't know that. I guess didn't pay attention to that screen. In that case it proably is going to find its way into the game.
[quote who="leiavoia" reply="7" id="3587354"] I feel like high-level decisions about which direction to take the economy should require some kind of commitment; either time to build, lag time to change directions, or some kind of penulty for going too fast or too hard in one direction. [/quote] I feel the same way. The game as it stands allows the player to have their cake and eat it too. In my own play style, I force myself to not abuse the planet
[quote who="Director" reply="6" id="3587343"] I do think you need to make a distinction between mining/economic/cultural modules (the starbase could grow these after the initial type is set) and defense/sensor/other modules. I don't want my economic starbase next to my capital world, a hundred hexes from the frontier, to waste production on weapons and defenses. [/quote] Yeah, that was what I had in mind. When you build the starbase, you choose what type it is. All the m
[quote who="BuckGodot" reply="5" id="3587330"] To sound a contrasting note, I LIKE growing my starbases as fast as I can (well, actually as fast as I can whilst pursuing other things). And trying to grow starbases faster is ultimately the source of micro, whether it be via spam, sliders, or some other mechanism. If I am basically told, "LOLNOPE. You can't do a thing to make individual starbases grow faster except maybe researching a tech or three",
Er...math is not really my strong suit, but I THINK I get what you're saying. I see your point, I'm not the type of player to micromanage everything, but I know many are, so maybe just removing the option is the best move. The question is, should there be a limit for how much you can fund your starbases (as in, the value of the global slider)? If one had enough money, say in a larger game they're making 1,000 BC's per turn, they could literally just throw money at star
[quote who="leiavoia" reply="1" id="3587279"] I like this model. However, it probably needs to be tied to your economic model somehow, for instance a "starbase funding" slider, from which all starbases get their money to level up with. The player will still want to fast-track certain starbases. Perhaps they could click a box like "[x] Rush" [/quote] Yeah, a slider would be a good idea...one global one and one for each base to fine tune) as needed. One c
I don't mean automatically after you discover the tech. That would be way too OP. How about a system where, every few turns, your starbases would accrue enough "xp" to upgrade on their own. When they do, it also increases the maintenance a bit. When they level up, you pick the module you want. There can be modifiers added to how fast a starbase grows, such as various techs in the engineering tree or events. Races like the Iconians would get a free module as usual (and that