Some Suggestions

I decided to play through to the bitter end to win. It really was the bitter end because it was a lot of whack-a-mole starport destruction until I could take every single planet. This was rather dull.

[Suggestion] I liked in Gal Civ 2 when you were defeating someone, the would surrender and give their worlds to another faction they were close with. It really added a new dynamic to being a bully as your war could actually help your enemies. Hopefully that is part of the diplomacy build coming.

[Suggestion] Ever think of making culture buildings also help with tourism and approval?

[bug] When I took over the last Alterian planet, they had a small fleet left. It left it the Altarian colors, but changed the flag to me. However, I could not control it or attack it. Something was missed here.

[Suggestion] It just seems something ought to be done to make a planetary defense that can attack enemy vessels within a certain range. It seems to me, a planet would launch every nuke it had if necessary to clear the skies. Perhaps it is a building with a recharge rate so you can't just spam defense.

[Suggestion] the player and it looks like the ai as well, can see when a starport is built EVEN when nothing is there to observe it. This makes it easy to build one fast, low firepower vessel to run around and cripple the enemy. IMO, you should only know about it IF you have LOS. 

[Suggestion] currently to put a ship on sentry (please let me do that even if the enemy is in my sensor range) or guard, I have to click idle ship, command, sentry, idle ship, command, sentry. I would like at least one of those commands available on the main screen when the ship is selected. Then if I choose sentry, it automatically goes to the next ship. Even if I click pass, I have to click "idle ship" to go to the next one. If I hit the space bar, it will jump to the next one, so something is amiss.

[Observation] Taking over a planet is way too easy. We don't have the formulas, but it seems to me that I can take over a world of billions of people with barely any loses. This can't be right, no matter what my tech advantage. I was the Iridium and slaughtered even the Drengin with military buildings with minimal loss.

While I understand Brad is the AI guru and he won't start until October, it was mentioned in the Dev talk that some are working on the basic AI. These are some suggestions that will hopefully be fairly easy.

[bug] AI when backed into a corner (your ships are literally sitting on top of their worlds) will still try and build starports when their is no point. Even when they do, I saw them build colony, survey and other ships that were worthless in the predicament. They would have been better off building planetary defenses, which usually they do anyway.

[bug] The AI seems to not have building limits on several buildings. When I invaded planets, I got to see what the AI did with them. For the most part, they built horribly. That said, I was surprised to see several tech capitals, even on non-research and smaller worlds. Also, one planet had 4 market places! The Altarians had multiple social matrix buildings. Lots of cultural builds, which don't really do much IMO.

[bug] Several AI planets had cultural and military buildings and no farms or hospitals, etc. There is no point building manufacture and research improvements that give a % bonus when your points per turn is under 9-10. You are better off making growth buildings to increase your population and get more points for all three (four if you count the starport) buckets.

[Suggestion] the AI will attack your starports (good!) then if you don't replace it, they just back away, then you can build your starport again. They should be as cruel to us as we are too them.

I am probably forgetting some things, but that is enough for now. I think I will take a break from the game for a week or two and see what is in the next patch. Considering how early it is in development, it is surprisingly good. Keep up the good work!

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[Suggestion] There is a lot of space on the planet screen, please put the govern screen circle and sliders to the left side. It is a PIA going planet to planet, click govern, do my thing, click done, click the arrows on top to the next planet, rinse, repeat. It is like I am being punished for trying to ensure my planets are in good shape.

[Suggestion] Add something when I have eliminated a faction, currently nothing is said. CIV does this very well, there are times when I laughed my rear off at their comments. I know Stardock could do it even better.

Thanks again

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Reply #1 Top


[bug] Several AI planets had cultural and military buildings and no farms or hospitals, etc. There is no point building manufacture and research improvements that give a % bonus when your points per turn is under 9-10. You are better off making growth buildings to increase your population and get more points for all three (four if you count the starport) buckets.

Farms are only necessarily better on the low-population worlds in the long run. You get a much more immediate benefit from building a factory that increases your production multiplier by 0.2 than you get from a farm that increases your population cap by 2 billion people. The bonus offered by a farm does not come into play until much later, when the planet's population is nearing its cap, and even then adding the farm will still require some time before it benefits you.

Also, depending on how population growth was implemented and depending on how the growth bonuses stack with the base population growth, it's entirely feasible for a world's production multiplier in a single category to outpace the production bonus from faster population growth.

Reply #2 Top

But farms also have a huge impact on population pressure by providing a cushion between food and the population eating it.  By doing so, farms have a significant impact on approval and therefore on your ability to maintain the productivity bonus for high approval worlds.  I've found that a farm or two can therefore have bigger impact on productivity than factories at the approval bonus margins. 

Reply #3 Top

[Suggestion] I liked in Gal Civ 2 when you were defeating someone, the would surrender and give their worlds to another faction they were close with. It really added a new dynamic to being a bully as your war could actually help your enemies. Hopefully that is part of the diplomacy build coming.

 

Please no. I always hate that crap in the games that use it. You beat someone down and get poised to conquer them, only to have them "opt out" by becoming some other faction. I don't care about it "helping my enemies", it pisses me off because they should be surrendering to me (and possibly trying to revolt later).

 

I would love to see factions join you as subjects if you conquer them. So not the sort of assimilation thing in most games where they just become your empire, but rather they stay as their unique race/faction, but belong to your empire as a whole. You should get options as to how to deal with them. Accept them into your empire (they stay colonists of whatever race, but work for you as your natural race does), genocide them (wipe out the race and bring in your own militarily), enslave them (you would need some of your colonists there to use them as a workforce). As long as they're present, they should have a chance of revolting and possibly going back to being an independent faction (naturally that would rarely happen once they're accepted into your empire unless some outside force uses espionage options and such).

 

It would be great to see small factions rise up again many turns later. It would also make it a viable strategy when dealing with rivals. You know they have enslaved populations, so try to turn them against their masters so you can divide their forces.

Reply #4 Top

Quoting joeball123, reply 1



[bug] Several AI planets had cultural and military buildings and no farms or hospitals, etc. There is no point building manufacture and research improvements that give a % bonus when your points per turn is under 9-10. You are better off making growth buildings to increase your population and get more points for all three (four if you count the starport) buckets.



Farms are only necessarily better on the low-population worlds in the long run. You get a much more immediate benefit from building a factory that increases your production multiplier by 0.2 than you get from a farm that increases your population cap by 2 billion people. The bonus offered by a farm does not come into play until much later, when the planet's population is nearing its cap, and even then adding the farm will still require some time before it benefits you.

Also, depending on how population growth was implemented and depending on how the growth bonuses stack with the base population growth, it's entirely feasible for a world's production multiplier in a single category to outpace the production bonus from faster population growth.

There are circumstances that would apply, I agree, Really you would use some of those bonuses until the pop hit a certain level, then switch it and then perhaps switch it back again. However, the AI is shallow at this point. I am just suggesting something that would be decent vs awesome.

 

Reply #5 Top

Thank you for the feedback!