This may slow down planetary production.

I finally found a game like galactic civilizations for the kindle fire. I could use some suggestions. It's called escape... It did do something to slow down production. Some people didn't like the economic wall in galactic civilizations 2 cause it gave you nothing to for several turns. The large empire penalty is why am I being penalized for being large. No one liked the environmental protection act. The large empire penalty is saying all big empires is the soviet union, or China, and there is no Canada, or the united states. A better solution that would work better on large maps is requiring resources to build stuff. We have them in space that require star bases, and resources on planets. We would need to change to a certain amount tper turn instead on one. These resources are tradable. I know the game had only one fleet, and colonies were different. The game had a dozen resources.  Galactic civilizations already have resources in space, and on planets, and have building to exploit these resources. The more you researched them. The better they would be.In the game the initial colony produced some of each resource. Constructors probably not require resources unless all colonies produced a little of each resource. The resource on the planet would produce a little bit of resources. Added buildings would help you produce more otherwise the game wouldn't work because you couldn't produce the stuff you needed to produce stuff.

The requirement were to stiff, but this could be cut down for galactic civilizations. This could Also be applied to ships like in the game. Because of scale, and size of maps the requirement would have to be less because depending on maps, and the setup of colonization you would need more resources. The resources would have to give amounts per turn. If done properly it would slow down ship building, and colonizing without feeling like you added something that dont make sense. This could be added to exploration events, and anomalies. Different buildings and ships would require different resources.

On a different note I would like to be able to right click a starbase , or ship yard, and see it's area of influence instead of counting squares after it's build.

It would be nice to right click a planet. To build stuff control governors instead of having to go into them each time.

Global planetary options, so I don't have to set them each time I colonise a planet. I would still need local options I need them both.

Quests from ai players. These would have to be random to fit this kind of game. These quests would need rewards. Possibly connect it to their ideologies. Not just asking for mony, but actually doing stuff. The locations could randomly selected, so it would work in sandbox.

Being able to upgrade a building instead of having to destroy it every time I have to build something else instead. Is. Changing a factory into a power matrix, or duranthium refinery.

 

29,460 views 9 replies
Reply #1 Top

I think what should ultimately be penalized is not to simply have a large empire, but to acquire it fast - aggressive expanding. That should invoke some corruption or civil unrest. Think about it, if you build up a society slowly, it'll have more order and be more stable then if you just rush the infrastructure & head towards the next planet.

Reply #2 Top

Slow change vs fast change and logistics.

Along with that the type of govt one has and the rate of growth. ie Malevolent govt. that does not grow.

Reply #3 Top

Quoting reply 1 that is what the economic wall did in two. I think resource gathering would aldo give you something to do.

Reply #4 Top

Quoting admiralWillyWilber, reply 3
I think resource gathering would aldo give you something to do.

It depends a little bit on the model that you choose. For example, if these resources is just stuff you'll find in space and you just need to claim it then it's logical that a big empire will be able to claim more or faster, and hitherto is also able to expand faster... then you have 2 mechanisms which boost themselves up and such a relation (without any penalty to it) usually means to put as much drive into it as possible.

Reply #5 Top

Well i would use space requiring some kind of constructor system. And in planets. 

Reply #6 Top

I would like some realistic examples of where well run big empires didn't do as good as small empires. My example is united states as big empires. I do think the end tier rerraforming should keep going until there is no more tiles if I want to. This kind of solves tall vs. wide delima. You could still trade for resources. If you count the Commonwealth British was very big. If you count Japan they buy up land that doesn't count as the size of the country, another words they own slot of resources in other countries that they bought. 

Reply #7 Top

A big empire will always be more powerful in direct comparison than a small empire (otherwise there would be no real motivation to eXpand) but because 4X games are about gaining power this mustn't go out of hand (in alot of games once you crossed a certain threshold of power you'll definitely win).

Because of this there needs to be degrading penalties so that bigger empires loose continuously & increasingly some power. You could name it crime (eg. the US suffers brutally from this), long distances between cities/logistics penalty (Russia), organization levels become gradually harder to maintain as population goes up (India) etc

Reply #8 Top

Quoting admiralWillyWilber, reply 6

I would like some realistic examples of where well run big empires didn't do as good as small empires. My example is united states as big empires. I do think the end tier rerraforming should keep going until there is no more tiles if I want to. This kind of solves tall vs. wide delima. You could still trade for resources. If you count the Commonwealth British was very big. If you count Japan they buy up land that doesn't count as the size of the country, another words they own slot of resources in other countries that they bought. 

colonial times had a lot of problems due to distant corruption, piracy, failed colonies, & general problem with attempted/successful revolts

Reply #9 Top

Actually the British Commonwealth is very big. Japan is the only real example of a small empire that is really strong. If we count Japan though then we have to take into account that they own a lot more land than their actual country. The united states is very big, and run pretty efficiently. Russia had a lot more to do with administration. China had the same problem, and recently turned round. We have examples of little rich countries like quat who aren't strong. Also maiden like your avatars. Sure about colonial times, but wasn't that more of a problem of technology. Didn't the railroad, telegraph, and better ships end that problem. Early united states faced the same problems. We don't deal with those problems today. I wouldn't mind bringing into the game rebellions, and corruption it use to have it for some reason they took it out.

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