exogeologist

exogeologist

Joined Member # 681795
3 Posts 9 Replies 336 Reputation

[quote who="kengrant3000" reply="1" id="3405864"] YES. This is the thinking that makes me happy. And mad at a lot of 4X games. So many games want to reduce the amount of micromanaging, so many people who claim to like 4X games call adding things like this "feature creep", as if doing anything but Extermination is undesirable.[/quote] I do personally want to see less micromanagement. But what that actually means is, less micromanaging th

7 Replies 23,625 Views

[quote who="Sriseru" reply="10" id="3405152"] You know, I never really liked the political party system used in GalCiv II, it always felt weird that all those alien civilizations would have the same parties available in their societies. What if there was a completely different system in place for creating/choosing the political structure of your civilization. Perhaps something like legos; building blocks of basic political ideas which you can pick and choose

20 Replies 93,665 Views

Awesome! Glad to see I'm not alone in wanting this. =) I like the idea of using outposts as a land-grab, so that you can claim systems or even parts of systems even when they don't have colonize-able planets. Also, in a separate post about starbases... one way to avoid "constructor spam" for outpost management would be to have an intermediary currency. So for example, colonies could be set to produce "outpost points" that could be spent on upgrading o

5 Replies 39,424 Views

[quote who="Phazon88" reply="23" id="3409143"] I hope whatever they do it does minimize the need for constructor spam as that did get tiresome having to constantly manage constructors. I don't mind the use of a constructor ship to initially construct the starbase like in the old games, but I wish you could just simply order upgrades directly at the station by paying credits and waiting for enough turns to pass for the upgrade to be complete rather than needing to constantly microman

30 Replies 67,919 Views

I think it's a great idea... especially if they have clear roles, like governor, explorer, general, etc... It could be a focal point to try and capture/execute enemy heroes, though I wouldn't want them to be particularly OP compared with standard ships, and I'm not sure I would want to have them be equipable, a la FE.

26 Replies 74,860 Views

[quote who="Seleuceia" reply="5" id="3404997"] The issue for me was simply the amount of micro-management...SBs were tedious and UP in the late game (at least militarily), making it more effort than it was worth...an overhaul may be necessary, but even a simple reduction in the total number of weapon and defense upgrades and sensor upgrades would make a huge difference....[/quote] Maybe the option to "privatize" them so that the upgrades are handled automatically, and you just p

30 Replies 67,919 Views

I am beyond excited about this game... and starting to get greedy about features. Haha. That said... I would love to see moons and large asteroids have some utility, as well as gas giants. Perhaps outposts to allow you to lay claim to them... military vs mining vs research, much like GC2's starbases? Upgradeable, attackable, and provide bonuses to the local planet much like asteroid mining. This could get really taxing on your system, since these

5 Replies 39,424 Views

Distant Worlds does come the closest to creating the illusion of a "living and breathing" galaxy, largely due to the "private sector" I love to watch the merchanters going around building space stations and mining outposts. I'm not familiar with Distant Worlds, but the idea of an active private sector sounds awesome. It doesn't have to be too complex, but having private trade routes, starbases, and mining colonies... they

62 Replies 229,971 Views

Yes! I'd love this. And I think it would make sense for it to be pretty much outside of your control. Parties should rise and fall in reaction to the things you're doing... if there are a lot of strong, violent neighbors, then your pro-defense party might win a lot of local elections, especially on border planets. And that might then affect unrest/production/research/etc on that planet. And maybe even affect the racial composition of the planet, if a nati

20 Replies 93,665 Views

I would love to see more flavor around the planets and my overall empire. For example, if I'm human and conquer an alien planet, what percent of my population is human vs alien? What percent is my empire's culture vs the one next door? And how does this change over time as people migrate around the planets? Also... What impacts do these mixes have on production, civil disobedience, etc? Perhaps multi-cultural planets have better research, but mono-cultural pl

7 Replies 23,625 Views

Argh, original post got eaten. :( I would love to see an improvement to starbase upgrade management. In the middle game, with a large empire, it was really tedious to manage 5-10 new constructors every turn. It'd be great if there was an "auto-upgrade-nearest-upgradeable-starbase" button. Yes, fleet rally points are great, but managing one per starbase isn't an efficiency gain. Also, I was never sure if multiple bases around a planet sta

30 Replies 67,919 Views