Colonizing is too frustrating

So you go to colonize a planet, but before you do so youre presented with 3 idiology choices. Ontop of that each choice gives you a different bonus OR penalty. These choices however are random. If you saved right before trying, you can reload for 3 more random choices. Subsequent reloads that turn dont help. If by then you havent gotten the choices youre hoping for, and you can afford to wait another turn, you do so, save after turn completed, and try again. This is very tedious, especially on large maps. Why do this? Well if you want to have 4 production worlds to support your shipyard, does it help if the worlds have +research or +tourism bonuses? No, you want +production. Unnecessary min/maxing you say? Cant help it! So, can we make this more fun somehow? Honestly id prefer to even see the bonuses be static only (like some worlds already have), that way I wouldnt be tempted with "what if I reload the save game and maybe get that awesome +30% production bonus.

9,676 views 8 replies
Reply #1 Top

Sorry, but I have no sympathy for you. The colonizing events are supposed to be random and unplanned-for. I think save scrumming them is against the spirit of the game and of the events. If that's how you like to play, more power to you; but I don't think they should feel beholden to make that kind of gameplay more convenient.

Reply #2 Top

Yeah if you want to min max by save changes just mod the game files to give you what you want. If you are going to dodge random intended events just mod the game to create the experience you want.

Reply #3 Top


So you go to colonize a planet, but before you do so youre presented with 3 idiology choices. Ontop of that each choice gives you a different bonus OR penalty. These choices however are random. If you saved right before trying, you can reload for 3 more random choices. Subsequent reloads that turn dont help. If by then you havent gotten the choices youre hoping for, and you can afford to wait another turn, you do so, save after turn completed, and try again. This is very tedious, especially on large maps. Why do this? Well if you want to have 4 production worlds to support your shipyard, does it help if the worlds have +research or +tourism bonuses? No, you want +production. Unnecessary min/maxing you say? Cant help it! So, can we make this more fun somehow? Honestly id prefer to even see the bonuses be static only (like some worlds already have), that way I wouldnt be tempted with "what if I reload the save game and maybe get that awesome +30% production bonus.

you are the LCD governors are addressing. just pull down the console and give yourself stuff or edit the xml's to make your favorite race godlike

Reply #4 Top

 So, can we make this more fun somehow?

Yes, by accepting the first three choices and dealing with the consequences. Usually the fun in a game is overcoming obstacles and finding ways to win despite certain disadvantages. So you wanted a production world but get you get one that is good for research? ... Just accept the challenge! Maybe it is a little frustrating at first, but if you win in the end you will feel so much better. 

Reply #5 Top

Galciv, like most 4x games, is not about balanced starts and equal footing for players, but working your way around the obstacles you encounter and finding solutions to disadvantages.

However, I don't see why this wouldn't be able to change with a simple mod. Ask around to see if someone would like to help you with that.

Reply #6 Top

.... yeah, this wasn't exactly what I was expecting to read.

 

I'd like a few changes in colonization - things like being able to see the planet's surface before I colonize it, the ideology event allowing you to actually see which planet it is, it's location and it's stats (otherwise, I just choose the 'right' ideology choice and hope for the best, unless there's a single outstanding option like the 30% production bonus one). I'd also suggest that maybe you shouldn't be getting an ideology event for EVERY planet you land on. Colonization shouldn't be the main source of ideology points, especially since the mechanic doesn't scale well that way.

 

But I don't really care enough about them to save-scum the event until I get a good one, and don't object to the idea of random events on landing.

Reply #7 Top

Quoting peregrine23, reply 1

Sorry, but I have no sympathy for you. The colonizing events are supposed to be random and unplanned-for. I think save scrumming them is against the spirit of the game and of the events. If that's how you like to play, more power to you; but I don't think they should feel beholden to make that kind of gameplay more convenient.

The PLANETS should be random and unplanned for, as well as any bonuses they offer. But being offered bonuses or penalties at random ontop of that that the player can actually control by save/reload I just cant avoid. Its unacceptable to me to try to colonize an important world (say one where I intend to make a shipyard) only to be offered "bonuses" that are -10% production. Reload game and suddenly im now being offered +30% production instead. Was that worth it? Ofcourse it was! That is a 40% production spread between the two choices

Reply #8 Top

Guy: you're going to have problems in life if you approach things this way.  Have a pizza if you lost.  :pizza:

Personally I need to have a whole gallery of frustration cures to keep me normal feeling - not just talking about these strategy games here either...  I say, if you can't address the cause, then go medieval on the symptoms!  (If pizza feels not medieval enough, then I dunno, try mead?)