Crusade: The Good, The Bad, and The Ugly

Open Feedback

I'm just a lurker here, but do have some considered feedback to share. This will seem quite negative and critical so I have to be clear that this is not a review - it's an open feedback post intended to be constructive criticism. I have 535 hours clocked on Galactic Civ III and so I obviously really enjoy this game. The many reviews available capture The Good aspects of Crusade quite well, and my steam votes for this are all "Recommended" as if you like 4x games, there is a lot of fun to be had with Gal Civ III. However, there are many things that fall short of the game's real potential and hence why I am taking the time to share my thoughts. With that disclaimer in mind, here goes:

  • It seems like no-one at Stardock is loading up a few quick test games before releasing every Expansion/DLC/Patch. Obvious mistakes slip through each time that seem just a bit too sloppy e.g. when launched Crusade massively shrunk all of the galaxy sizes giving the distinct impression that Stardock intentionally did so. I see posts like Brad calling the response to that disheartening, but what I don't see is anyone taking responsibility or being accountable for a pretty unforgivable mistake (in a business sense) in that all the greatness of Crusade was marred by a shoddy first impression immediately apparent upon starting your first game. Since all the fans picked it up immediately upon launch of their first game it is hard to imagine how no-one at Stardock did. I can give 10 more examples of this, but the point is made. Just a few for taste:
    • e.g.1: The new version of the trait from the recent patch "Colonizers" doesn't work - it doesn't return admin upon colonising a planet. How can you make a programming change without one person loading up a game and testing it to see if it works? You do this every patch and do yourselves and your fans a disservice by rushing.
    • e.g.2: Everyone who started making or editing a Civ immediately saw Warrior listed twice. It just looks sloppy and again does yourselves a disservice. Is the cost of rushing without testing really worth giving this kind of impression?
    • e.g.3: You changed what some of the special tiles do without changing the icons. So now you have a blue research icon special tile which actually provides a construction bonus; a purple tourism icon special tile which actually provides a research bonus; and a blue influence icon special tile which actually provides a research bonus.
    • e.g.4: Some of the mercenary vessels are now useless and even make no sense to new players such as Starbase constructor with 5 free modules. Either fix it, or remove it from the options list, but don't just leave it there!

 

  • Pirates were a threat, and are now totally meaningless on every difficulty level. They sometimes appear during or late game, and they sometimes don't, but either way they NEVER attack anything so they are better not in at all that like this.

 

  • Minor Civs added something interesting albeit limited, but now they add nothing to the game since they can't be negotiated with at all. This speaks to two things - one, sloppyness as per pirates and the like above, but also overall - minor civs demonstrate the lack of energy given to creative thinking by Stardock in general (Civ6 demonstrated a way for minor civs to at least impact gameplay in interesting ways, even if they too fell short of their potential). That is an organisational theme that is the single biggest limitation on the full potential of all Stardock games that keeps them from ever being able to reach Civilisation/Master of Magic/etc. level reputation and excellence. Here are some examples:
    • Events are a great concept - they add fun to the game. But there aren't enough so they repeat sadly with some events appearing 2, 3, 4, and even 5+ times per single game even when they are set to occasional. Even if, as a stopgap, you had someone just rewrite the text but keep the same effect that would be at least something. Though better to have someone creative first list say 500 variable bonuses, and then write the creative text for them. That is something I could do (have done) in just two days of work. I use interns and volunteers for this kind of thing in my work (not a computer/software related field).
    • Likewise - the ideology options are also outstanding as a creative concept and game-play device, but your kudos is quickly dampened as the repeats begins to cycle through because you haven't invested energy in completing the feature with enough possibilities.
    • Likewise - your mercenaries which are also an outstanding creative concept have their potential value so heavily reduced by being almost completely repeated from game to game, when again, a few days creative work and this need not be the case.
    • Likewise - you add citizens - awesome, but then you don't bother to put in enough names to keep them from repeating within the same game! That's just lazy, my first match I got the same woman three times in my first 4 citizens.
      • Additional note - custom citizens is bugged. I followed your instructions and they show up fine in the civ builder, but never appear in game. Just another disappointment.
    • Everything visible from turn 1: This really limits the eXploration factor of the game (see dungeons in Master of Magic; Iron, Bronze, Oil, Uranium, Relics and Artifacts etc. in Civ). The space and sci-fi setting combine to offer more creative opportunities for Stardock here than either of those games. Watch a couple episodes of Star Trek or something, space shouldn't be so predictable and pedestrian.
    • What all of these points amount to is a combination of role-play and immersiveness that help build a narrative for the player and make them want to keep playing. They keep a game exciting and less predictable at the same time. 

 

  • Trading - okay, you really messed up Crusade on this front. Trading seriously sucks now. I have 20 types of resources, some in the hundreds and I can't be bothered trying to trade any of it anymore. Why? Because it is a boring clickety fest that rarely pays enough dividend. I can add 30 anti-matter, then I have to click their credits to see what they will pay, many will only pay 10, because it is something else they want more, even though they have no anti-matter. So it is in some ways easier to just spend 40 seconds adding a bunch of each of the 20 resources - but then I get to the end of that boring 40 seconds work and some will still offer 10 credits for the lot. Some will offer 2300 for example, while many will offer like 140 credits for total of 500 resources. When you have 20+ potential trading partners, this takes tedium to a brand new level of brutality. I feel sure that can not have been your actual goal, but indeed, that is how your new trading diplomacy in Crusade plays out, and it is a game killer. I stopped trading resources altogether - it's too painfully boring.

 

  • Invasions: They are not actually fun, because your new system is not transparent enough to feel like anything I'm doing tactically makes a meaningful difference. Bugs aside, it's not a mini-game as perhaps you hoped, but really all that matters is the number of legions you bring. It's actually less than transparent, genuinely becoming stupid, because wherever you place your legions, most battles will suddenly be declared victorious or a loss before the little blobs of square soldiers even complete their course of running in to each other.

 

  • Turn slow down to unplayable: This one is really disappointing because all the talk of using all cores etc. has gotten up my hopes when the game slows down worse than before. Just now it is more random. I have a killer machine, but some games turn 60 it goes from a few seconds to 30 seconds to 1 minute+ per turn, and some games turn 90, some games turn 150. It's not really predictable what has happened to throw it out so far, but it happens every game. Previously I could play on immense every time, 50 civilisations, no problems. Now I am reduced to playing on Gigantic with 20 civs just because I can't handle my games ending by turn 150 from boredom of 1 minute turns, but even 20 civs on gigantic is still proving a risk some games with the slowdown hitting hard.

 

  • Difficulty - while the AI seems better in general with Crusade, and the game more challenging overall, it is suffering too much from Civ6's warmongering annoyance but even worse because on Genius+ difficulty I can be guaranteed that 80% of the civilisations will all suddenly declare war on me well before turn 100, usually somewhere in the 50-80 zone. What I find annoying about this point in particular is that I will then be sitting on like 4/24 Production, 1/24 Research, 5/24 Military and after some time, will be offering 500+ resources in trade for peace but none of them will consider it. So I just annihilate them instead. Which feels good at some level at first, but then just feels immersion breaking and stupid.

 

  • Tall vs wide - why are there no tall alien civs? - they all just seem to spam colony ships as much as they can. Maybe they don't know that government workers earn no xp and don't gain levels so you have to put them on planets to gain levels (was this game decision some type of statement about public servants!?)

 

  • The Brad factor - I think you need a couple "No" men on your team. You've got an autistic kind of confidence which I get, but I have to say I feel bad for the original Galactic Civ III team when I read so many borderline snarky comments about their work on Gal Civ III, particularly on the AI. I get the franchise is your baby and all, you need some humility and empathy (remembering War of Elemental Magic should help with both I would think). If I were one of them I would feel so deflated if I read how you condescended my hard work. It's not that you are wrong, just that it's better if you hold yourself to a higher standard than that.
    • This does have some game impacts - like your hull reinforcement 20 hp fix. So at 20hp that was a useful item I used. You exploited it (your choice, every 4x game has non-RP exploits) but made an unconsidered "fix" reducing it to 5hp. No-one said to you that that would make it useless for 95% of Crusade players? At 10hp I might have still used it for some particular designs, certainly with some civs but never others, but it's a whimsical kind of change that suggests to me that Stardock lacks a Process element when it comes to changes by it's CEO. I think you need a tougher X.O./2nd who can help hold you to account. Every company has this risk and I see signs of it in Stardock.

 

  • Couple little whines. I don't like how the space battles now pause mid fight with nothing happening for a while, especially in starbase assaults, but in others as well. It would be good to fix that. Also find it frustrating how from day one of Gal Civ III, fast exploring vessels often leave a trail of dashes of fog in their wake instead of clearing it as they should.

 

  • Lastly: Map selection. I think you should give serious consideration to making this more transparent. I can't imagine that there aren't any players out there at all who haven't had to restart games a whole bunch of times to try and get their preferred balance of habitable planets to stars to extremes etc. There is nothing fun about having to do that. It's the kind of thing where you need to do user testing and ask some targeted questions so you can modify your launch settings to reflect what players are actually trying to do, as opposed to what you think they should do. 

 

I'll finish by reiterating my intro that I really like Gal Civ III and Crusade and have spent over 500 hours playing for that reason. It is the unrealised potential of this great game that inspires me to take the time to write this feedback in the hopes that some elements of it may be helpful, and in the long run then improve my own experience of the game too.

Thanks.

AU

 

123,142 views 28 replies
Reply #1 Top

AU, if this is how you talk about something you like....I'd hate to see a post about a game you hated.

Trading - do you think there should be more like a market value for (whatever) resource that your AI race tells you before you click how many you're prepared to sell? (ie on the Trade Screen, beside each resource you have is something that says "Antimatter 10-12bc", so you know you'll get a minimum 10bc per antimatter but could get 12bc with a bit of, uh, "convincing."?

Events - colonizing and idealogy, yes there should be more variety but I don't think it's a biggie.

Citizens - Names/sex don't bother me. Actually, I'd be happy if the citizen was nameless/sexless as their sex means nothing. I mean, your female citizens can't cook, so don't help your civilization food levels and your male citizens can't mansplain so your civilization knowledge levels don't rise. At the moment I'm thinking of renaming my citizens by what their speciality is ie "Entrepreneur 1" etc so I don't have to look at the little icon to see what the dang their job is.

Haven't myself done invasions yet...

 

 

 

 

 

Reply #2 Top

A lot of good points and well written, hope Sd reads it.  Very happy with the direction of the game but you have to wonder where SD QA is.

Pirates,Minor Civs - agree

Trading, Invasions- still needs work but a big improvement

 

Reply #3 Top

Holy carp!

You win the TL;DR award for the month and, by the way, with a post like that you don't get to call yourself a "lurker".  :thumbsup:  

Welcome!  Errr, I'll have to read your post when I have some time... O:)  

Reply #4 Top

I have similar opinions about many things you said.

This does have some game impacts - like your hull reinforcement 20 hp fix. So at 20hp that was a useful item I used. You exploited it (your choice, every 4x game has non-RP exploits) but made an unconsidered "fix" reducing it to 5hp. No-one said to you that that would make it useless for 95% of Crusade players? At 10hp I might have still used it for some particular designs, certainly with some civs but never others, but it's a whimsical kind of change that suggests to me that Stardock lacks a Process element when it comes to changes by it's CEO. I think you need a tougher X.O./2nd who can help hold you to account. Every company has this risk and I see signs of it in Stardock.
That one I disagree on. It's not that simple.

The quantity I would measure it by is effectiveHP/mass and in that regard it beats all the tier 1 and 2 defense components even in its current state. With 20 HP it beat all the defenses outright in that department. And that is considering before the fact, that hp works against all kinds of attacks, whereas defenses do not.

The thing that balances against this, is that it costs thulium and durantium (as of recently). Making thulium reinforcement too strong means basicly undermining the counter system they tried to set up.

It should have been stronger than it was pre crusade, because there it cost one thulium income and you were locking yourself out of a data archive or jamming fleet booster, but in crusade thulium is not that big a deal anymore.

Reply #5 Top

MrBlondini, I wouldn't care, post or give any time to a game I hated! There are many solutions for the trading problem, it doesn't matter to me which, as long as it isn't tedious.

 

zuPloed, you make a reasonable point, although there are a variety of conditions where the practical value of defence components increase. However, as the serious detail of how combat works is not automatically self-evident or even discernible to the average player, you have to consider that hit points as a combat element on the other hand is immediately accessible to all. If you have a 100(+) hit point ship and it costs you 10 mass and two resources to add 5 hit points that is not going to appear worth getting against a defence component like Point Defence that costs 10 mass and adds 4 to your missile defence value that, significantly in terms of psychology, starts at a value of ZERO when you have say 150 mass total available. This is excluding considering that while Thulium may be less of a deal in Crusade, Durantium however is more of a deal. Combining these two facts that are both self-evident for the average player is why I suggest 95% won't ever use the 5hp component and would not have exploited the 20hp.

 

 

(Incidentally, I just can't write 'defense' as the Australian spelling is 'defence' and spelling it wrong makes my eyes tick)

Reply #6 Top

Many good points. I agree overall it's a great game but just needs some extra dev time and polish in a few areas. They should work on what they have and bring it up to gold standard.

Reply #7 Top

I dunno, there is really only one thing I can see, which might be considered an advantage of defenses, which I didn't mention: They instantly regenerate for free after each battle.

But the point where this is really applied to the max is a point, where you are winning anyways. I think (I'm not entirely certain), that this an instance of a mechanic that makes you win harder, when you are allready winning, instead of one which makes you win in the first place.

durantium is more of a deal, I agree, I only found out they added the cost recently, when I was double checking the numbers for the last post. I can surrender this point, it hadn't gotten through to the point, where I realize I want to use durantium to upgrade my mining starbases.

The thullium hull reinforcement (THR) is a strange animal to begin with. Always has been.

You could approach it like this: It can be interpreted as the defense counterpart to the space missile, which is an early defense option, which requires no reasearch.
It is wierd in this regard for its ressource cost.

You could approach it as the superior defense component like prototype weapons. But for that it feels kind of weak.

Add to this, it is an component, which is much more useful on small, tiny and medium hulls, because it kind of converts mass into hitpoints. Large and huge ships have good ratios (1:1) in that regard allready, the smaller ships don't (tiny hull 5:1).

I think the simple truth behind the THR is that someone at SD said, hey, we have a stat which can't be modified yet, we could make a component for this and they simply never had a stringent purpose in mind for it. Plus it did not hurt anything as long as it was underpowered (and unessential).

Reply #8 Top

Lacking QA - I agree.

Pirates - where not a real threat in pre-Crusade, so that I modded them to be stronger ;) But I agree, not much to be seen from them in Crusade.

Minor Civs - I agree.

Too few events - I agree. But I would also like to see stateful events so that you could set up a variable event chain to be able to tell stories.

Too few idelogy options - I agree, also too linear.

Too few mercenaries - I strongly agree.

Too few citizen names - I agree, but not that serious for me personally.

Everything visible from turn 1 - Principally I agree that there should be more exploration and development possibilities. Whether that should be achieved by a ressource system like Civ 5/6 is debatable though, but is a viable possibility.

Trading - I agree partially. Trading resources seems to be pointless from the second or so unit on since the value decreases dramatically with every unit you add. I often end up trading one unit of every special resource plus one unit of normal resources the AI doesn't have what is a lot to click every time ...

Invasions - I agree, the system falls very short of what was promised. I somewhere made some suggestions before Crusade how an invasion system could work, but can find it right now and have no time to make new suggestions just now ;)

Turn time - I also see a decrease from a certain point on, but I tend to play very slowly and don't mind reading while waiting for a turn to finish, but that's just me ;)

Difficulty - On that I cannot comment that well since I only play very slow games on gifted and didn't end a single Crusade game yet.

Tall vs. wide - I have the impression that colony rush is still a widely adopted behaviour by the AIs, but I also found some which didn't spread so far. Whether that is because they have another tactic or only because they didn't find suitable planets I cannot say.

Brad factor - I like Brad's intervention and trust that he has a good relationship with his employees ;) Although some of his decisions seem a little bit rushed ;)

Little whines - I have those and some more ...

Map selection - Since I don't see the map layout because of FOW I don't know at the start whether everything is good or not, but that is just as well since that's one more challenge ;)

 

Reply #9 Top

agree on some points

Reply #10 Top

I agree with many of your points.

Specifically, the colonizer trait does work. I am not certain how it works since I am building colony ships and builders simultaneously and I have a hard time keeping up with the numbers. I can vouch for the fact that as long as I am colonizing, I never have to add an admin citizen. The trait says each colony gives yo 5 admin points. If that means 5 administrators, I can't confirm that. Best I can figure is the colonizer admin is canceled when you colonize and you are not charged for colonized planets. The numbers given do not add up correctly, but that seems about right.

Can't say on the pirates. I don't care for GCIII pirates so I leave them out.

So far I have not played over 200 turns, but no turn time problems recently.

Mercs are mostly worthless in the early game and totally worthless later (JMO)

Anomalies need some work. They are too slow to spawn and too few and/or too worthless to justify the multiple surveyors that are now available. What happened to lost ships and the unfortunate genius (although the tech bonuses are kind of okay).

EDIT: I wish they would show the splash screen on auto survey. I really miss it. If it can be modded back somebody help me out :)

Minor civs are pointless in Crusade. I now leave them out.

Brad is a great guy and I love the way he is part of the community but I wish he would be less reactionary with buffs and nerfs. TBH, he has often said he wants to design the game for the average player but it seems to me that he winds up favoring the gifted and above players.

The tool tips are great, but frankly they are frequently annoying and get in the way. (This is just a petty bitch on my part since I see no fix for the problem.)

Tall vs. Wide, Brad says watch the ai that has expansion low on priority. I keep meaning to test that.

Trade routes are boring and have been always in GCIII.

Sorry, but I just can't see great improvement in trading stuff with the ai. I am not complaining but it seems to be status quo with me.

In spite of any of this, GC is and has been my favorite game and most of my complaints can be modded away eventually

Reply #11 Top

Hey,  Thank you for writing this huge post up.   I'm going to add some comments in the below quoted area.  Anything in Green is added by me.

 


I'm just a lurker here, but do have some considered feedback to share. This will seem quite negative and critical so I have to be clear that this is not a review - it's an open feedback post intended to be constructive criticism. I have 535 hours clocked on Galactic Civ III and so I obviously really enjoy this game. The many reviews available capture The Good aspects of Crusade quite well, and my steam votes for this are all "Recommended" as if you like 4x games, there is a lot of fun to be had with Gal Civ III. However, there are many things that fall short of the game's real potential and hence why I am taking the time to share my thoughts. With that disclaimer in mind, here goes:

 

    • It seems like no-one at Stardock is loading up a few quick test games before releasing every Expansion/DLC/Patch. Obvious mistakes slip through each time that seem just a bit too sloppy e.g. when launched Crusade massively shrunk all of the galaxy sizes giving the distinct impression that Stardock intentionally did so. I see posts like Brad calling the response to that disheartening, but what I don't see is anyone taking responsibility or being accountable for a pretty unforgivable mistake (in a business sense) in that all the greatness of Crusade was marred by a shoddy first impression immediately apparent upon starting your first game. Since all the fans picked it up immediately upon launch of their first game it is hard to imagine how no-one at Stardock did. I can give 10 more examples of this, but the point is made. Just a few for taste:

        • e.g.1: The new version of the trait from the recent patch "Colonizers" doesn't work - it doesn't return admin upon colonising a planet. How can you make a programming change without one person loading up a game and testing it to see if it works? You do this every patch and do yourselves and your fans a disservice by rushing.

        • e.g.2: Everyone who started making or editing a Civ immediately saw Warrior listed twice. It just looks sloppy and again does yourselves a disservice. Is the cost of rushing without testing really worth giving this kind of impression?

        • e.g.3: You changed what some of the special tiles do without changing the icons. So now you have a blue research icon special tile which actually provides a construction bonus; a purple tourism icon special tile which actually provides a research bonus; and a blue influence icon special tile which actually provides a research bonus.  THIS  this needs to be fixed and thought through.  They need to balance these to work with the way Cruade works but really the COLORS ugh!!!

        • e.g.4: Some of the mercenary vessels are now useless and even make no sense to new players such as Starbase constructor with 5 free modules. Either fix it, or remove it from the options list, but don't just leave it there!


All of this.        I would rather they slow down the process or as a founder lengthen out the betas before tossing out releases.   the little things seem to be passed over, and it is the little things that make or break a game.

 

    • Pirates were a threat, and are now totally meaningless on every difficulty level. They sometimes appear during or late game, and they sometimes don't, but either way they NEVER attack anything so they are better not in at all that like this.

 

I wish pirates were... Pirate like.  Like they raid worlds with legions and destroy improvements...  or steal trade from trade routes... etc.      Just attacking ships is meh... and they do not even do that anymore.
 

  • Minor Civs added something interesting albeit limited, but now they add nothing to the game since they can't be negotiated with at all. This speaks to two things - one, sloppyness as per pirates and the like above, but also overall - minor civs demonstrate the lack of energy given to creative thinking by Stardock in general

    It is my expectation and hope that they do SOMETHING with the minor Civs..  As they are they are not worth being in the game.  They basically become a trade partner early and a "free" nice planet later.     What you DO with minor races should have ideological impact.  Benevolent Races should be able to uplift them somehow.. or protect them etc.     Pragmatic should be able to trade and perhaps get military assistance from them..  and Malevolent races can destroy them...  but either way they need to be doing stuff...  making noise..  asking for assistance etc.  what they are now is pointless.    

    Nothing in a game should be pointless.


    (Civ6 demonstrated a way for minor civs to at least impact gameplay in interesting ways, even if they too fell short of their potential). That is an organisational theme that is the single biggest limitation on the full potential of all Stardock games that keeps them from ever being able to reach Civilisation/Master of Magic/etc. level reputation and excellence. Here are some examples:

        • Events are a great concept - they add fun to the game. But there aren't enough so they repeat sadly with some events appearing 2, 3, 4, and even 5+ times per single game even when they are set to occasional. Even if, as a stopgap, you had someone just rewrite the text but keep the same effect that would be at least something. Though better to have someone creative first list say 500 variable bonuses, and then write the creative text for them. That is something I could do (have done) in just two days of work. I use interns and volunteers for this kind of thing in my work (not a computer/software related field).

        • Likewise - the ideology options are also outstanding as a creative concept and game-play device, but your kudos is quickly dampened as the repeats begins to cycle through because you haven't invested energy in completing the feature with enough possibilities.

        • Likewise - your mercenaries which are also an outstanding creative concept have their potential value so heavily reduced by being almost completely repeated from game to game, when again, a few days creative work and this need not be the case.

        • Likewise - you add citizens - awesome, but then you don't bother to put in enough names to keep them from repeating within the same game! That's just lazy, my first match I got the same woman three times in my first 4 citizens.

            • Additional note - custom citizens is bugged. I followed your instructions and they show up fine in the civ builder, but never appear in game. Just another disappointment.



        • Everything visible from turn 1: This really limits the eXploration factor of the game (see dungeons in Master of Magic; Iron, Bronze, Oil, Uranium, Relics and Artifacts etc. in Civ). The space and sci-fi setting combine to offer more creative opportunities for Stardock here than either of those games. Watch a couple episodes of Star Trek or something, space shouldn't be so predictable and pedestrian.

        • What all of these points amount to is a combination of role-play and immersiveness that help build a narrative for the player and make them want to keep playing. They keep a game exciting and less predictable at the same time. 


This... all of this.   Everything should have more of.  They need bigger lists of events, more variation of events.     The founders got to name planets...  so there is a huge list of planets that I very rarely see.    perhaps they should do a contest to have us write Ideological events or exploration events...   

The repetitiveness and loss of the exploration stage really does lower the game down to a game of numbers.  If you have more of x than everyone else, you will win.   Go get all the X       The game does a much better job of making that X be less obvious in the path to get... but it is still "go get X and you win"    

Maybe Thilium, and some of the other things need to be hidden until you research them...   maybe some additional resources need to show up.  etc...

  •  Trading - okay, you really messed up Crusade on this front. Trading seriously sucks now. I have 20 types of resources, some in the hundreds and I can't be bothered trying to trade any of it anymore. Why? Because it is a boring clickety fest that rarely pays enough dividend. I can add 30 anti-matter, then I have to click their credits to see what they will pay, many will only pay 10, because it is something else they want more, even though they have no anti-matter. So it is in some ways easier to just spend 40 seconds adding a bunch of each of the 20 resources - but then I get to the end of that boring 40 seconds work and some will still offer 10 credits for the lot. Some will offer 2300 for example, while many will offer like 140 credits for total of 500 resources. When you have 20+ potential trading partners, this takes tedium to a brand new level of brutality. I feel sure that can not have been your actual goal, but indeed, that is how your new trading diplomacy in Crusade plays out, and it is a game killer. I stopped trading resources altogether - it's too painfully boring.

It would be nice if the AI would give us hints as to what they WANT...  


 

    • Invasions: They are not actually fun, because your new system is not transparent enough to feel like anything I'm doing tactically makes a meaningful difference. Bugs aside, it's not a mini-game as perhaps you hoped, but really all that matters is the number of legions you bring. It's actually less than transparent, genuinely becoming stupid, because wherever you place your legions, most battles will suddenly be declared victorious or a loss before the little blobs of square soldiers even complete their course of running in to each other.

 

AI needs to build more legions...  events need to give people garrisons  etc..     it is a major improvement, but it could still be better.
 

    • Turn slow down to unplayable: This one is really disappointing because all the talk of using all cores etc. has gotten up my hopes when the game slows down worse than before. Just now it is more random. I have a killer machine, but some games turn 60 it goes from a few seconds to 30 seconds to 1 minute+ per turn, and some games turn 90, some games turn 150. It's not really predictable what has happened to throw it out so far, but it happens every game. Previously I could play on immense every time, 50 civilisations, no problems. Now I am reduced to playing on Gigantic with 20 civs just because I can't handle my games ending by turn 150 from boredom of 1 minute turns, but even 20 civs on gigantic is still proving a risk some games with the slowdown hitting hard.

 

I've not experienced this...    
 

 

    • Difficulty - while the AI seems better in general with Crusade, and the game more challenging overall, it is suffering too much from Civ6's warmongering annoyance but even worse because on Genius+ difficulty I can be guaranteed that 80% of the civilisations will all suddenly declare war on me well before turn 100, usually somewhere in the 50-80 zone. What I find annoying about this point in particular is that I will then be sitting on like 4/24 Production, 1/24 Research, 5/24 Military and after some time, will be offering 500+ resources in trade for peace but none of them will consider it. So I just annihilate them instead. Which feels good at some level at first, but then just feels immersion breaking and stupid.

 

This...  Benevolent Races should not be so warmongery...    The AI's pension for war is beyond annoying.. 
 

    • Tall vs wide - why are there no tall alien civs? - they all just seem to spam colony ships as much as they can. Maybe they don't know that government workers earn no xp and don't gain levels so you have to put them on planets to gain levels (was this game decision some type of statement about public servants!?)


The AI in general needs a lot more adjustment.   Yes this is a more genuine and thinky AI than say Civ...   Civ uses a tightly scripted AI that does not adapt... but each country and leader plays differently.    Gal Civ really feels that each race plays EXACTLY THE SAME... regardless of what their race is supposedly supposed to be good/bad at.   I enjoy the AI in GalCiv...  But the different races should FEEL different in more than just flavor text.



 

    • The Brad factor - I think you need a couple "No" men on your team. You've got an autistic kind of confidence which I get, but I have to say I feel bad for the original Galactic Civ III team when I read so many borderline snarky comments about their work on Gal Civ III, particularly on the AI. I get the franchise is your baby and all, you need some humility and empathy (remembering War of Elemental Magic should help with both I would think). If I were one of them I would feel so deflated if I read how you condescended my hard work. It's not that you are wrong, just that it's better if you hold yourself to a higher standard than that.

        • This does have some game impacts - like your hull reinforcement 20 hp fix. So at 20hp that was a useful item I used. You exploited it (your choice, every 4x game has non-RP exploits) but made an unconsidered "fix" reducing it to 5hp. No-one said to you that that would make it useless for 95% of Crusade players? At 10hp I might have still used it for some particular designs, certainly with some civs but never others, but it's a whimsical kind of change that suggests to me that Stardock lacks a Process element when it comes to changes by it's CEO. I think you need a tougher X.O./2nd who can help hold you to account. Every company has this risk and I see signs of it in Stardock.


 

Brad is awesome.  It is great that the CEO of the company takes the time to speak directly to the people buying his product.   But I also agree to a lot of this post.   Brad seems to have a bit too much control and not enough balance at the moment....
 

 

    • Couple little whines. I don't like how the space battles now pause mid fight with nothing happening for a while, especially in starbase assaults, but in others as well. It would be good to fix that. Also find it frustrating how from day one of Gal Civ III, fast exploring vessels often leave a trail of dashes of fog in their wake instead of clearing it as they should.

 


 I've not see this happen....  what video card do you use?

 

    • Lastly: Map selection. I think you should give serious consideration to making this more transparent. I can't imagine that there aren't any players out there at all who haven't had to restart games a whole bunch of times to try and get their preferred balance of habitable planets to stars to extremes etc. There is nothing fun about having to do that. It's the kind of thing where you need to do user testing and ask some targeted questions so you can modify your launch settings to reflect what players are actually trying to do, as opposed to what you think they should do. 

 


 

I'll finish by reiterating my intro that I really like Gal Civ III and Crusade and have spent over 500 hours playing for that reason. It is the unrealised potential of this great game that inspires me to take the time to write this feedback in the hopes that some elements of it may be helpful, and in the long run then improve my own experience of the game too.

Thanks.

AU

 




By and large Crusade is a major improvement over the base game.  but the lack of a lot of little thigns really makes it feel unfinished and rushed.    Stardock, you have an amazing community here..  use us.  Do some contests like the ship designer contest you had back in Beta...  have us build out some new events and what to add to the game...

I think a lot of those little things would improve the game a lot.  

Reply #12 Top

OP-

First off I like that you took the time to post as I myself have posted many posts on my frustrations about different things in the past as well.  A few highlighted points...

Crusade felt rushed:  

Yes, I agree, seems they took the whole time just getting the features into play and "We'll work on the bugs after release because we can have quick patches later."  I've pointed out in several situations like you have, if I purchase a game and it's buggy that game immediately puts a sour taste in my mouth (especially if I haven't played that game before).  If I then decide to review it that game is going to get a poor score, chances are even if I go back to it I won't change my review so that's a loss right there.  

Most of the major bugs, us founders found prior to release but, they didn't have enough time to get them out prior to release.  Because of this many bugs are still being squished weeks after release.  Hopefully they learn from this and wrap the game up in plenty of time to focus on bugs before "going gold" in the future.

Minor Factions/Pirates:

I agree with everything here.  Minor Factions are pointless and I would like them play a small role in the game somehow.  Right now they serve no point and why even have them in the game.  Pirates I never play with as they are annoying.

Brad Overpowered as CEO:  

I both agree and disagree with this.  First off he is CEO, it is his company and he has the right to do what he wants with his company and the direction going forward.  Are all his choices the correct choices?  Not always but, that's his right and we can either agree or disagree with this.   Do I believe there could be more checks and balances yes and, I agree this could benefit the company long term but, with that may eliminate some transparency and contact with us, the fans and, appear to slow things down.  I personally like the contact he has with us fans and would rather have that than the opposite, if there is a middle ground that would be perfect for all.

Other Complaints/Comments:

No real opinion here either way.  I understand that they affect your game play but, I don't really see those issues as concerns.  Could there be more events, sure but, it doesn't take away anything from the game and just gives it places to go.  Some of the bugs mentioned are on a list somewhere and hopefully will get fixed in the near future.

Thanks.

 

 

Reply #13 Top

On Minor Factions:

One thing you might try is to set the game to have zero minor factions, but then put in a few random empires with the AI level configured for cakewalk.

That way you get a full-fledged AI but it is purposefully gimped. They are invasion fodder for larger empires.

Reply #14 Top

Quoting leiavoia, reply 13

On Minor Factions:

One thing you might try is to set the game to have zero minor factions, but then put in a few random empires with the AI level configured for cakewalk.

That way you get a full-fledged AI but it is purposefully gimped. They are invasion fodder for larger empires.

 

That is an interesting solution to the minor faction issue.  If there was a way to turn off these newly created minor factions from the random empires selection screen at the start of a game, I think that this would be a solution that would work.  But as the game currently plays, if you set up a handful of minor factions on "cakewalk", but your games are set to include random empires, you could end up with several random "cakewalk" type empires.  

I'd think that a faction on/off/random toggle (like in Stellaris) wouldn't be too difficult to implement, but I'm sure the devs are busy with other issues...

Reply #15 Top

7 months flies by! I actually stopped playing after making this post as it took me some effort to clearly and comprehensively articulate everything I could see was holding this game back from its real potential, and to have no response from devs who respond to hordes of random posts left a bad taste in my mouth.

What I am curious about though is if any of these many points have been (coincidentally or otherwise) addressed since I posted this May?

The only thing I could tell from Steam was a new Mech Parts DLC pack that struck me from it's content description as notably less valuable than anything I recall mentioning here. I imagine there were some patches in that time though.

 

Reply #16 Top

Load times were specifically addressed in a couple of patches. My comp is decent but by no means a track star and most load in less than a second. Even on the largest maps. Apparently a big part of this was only animating the movement of stuff that was on screen and reducing the number of unnecessary ownership checks for asteroids and such. There's more to it but those are the points I remember.

AI warmongering has been significantly changed and overall difficulty have been improved in my opinion. The latest dev journal entries suggest that they are honing in on this for the foreseeable future, so I expect I'll have to drop back down to normal to avoid egotistical dismemberment at some point.

Mercenaries have not been directly addressed, but there is a wonderful mod for them from iRedEarth that I use and it has Made Mercenaries Great Again®.

Everything else, I haven't seen anything yet.

Reply #17 Top

I agree w/ your comment on invasions although, being new to the game, I don't comprehend the background you're referring to.

But I would go a step further. In ~120 hours of play, invasions seem to be a double-or-nothing thing. Either the planet is undefended and easy to take, or it's defended w/ multiple legions, and the transport ship you've sent is lost. Now you're looking at many turns to develop and send a new invasion force. Meanwhile, your strategy is disrupted, and many assets are underutilized. Not a satisfying gaming experience, because you can't tell what you needed to begin w/, and because the game design is a bad one. Better would be to have a way to siege a strongly defended planet over several turns before actually attacking for a sure capture. This is a dynamic that would set up exciting showdown fleet battles--a strategic dynamic this game would be better for.  Plus it would give you the opportunity to tailor your invasion strategy to what you chose to send versus what you find waiting; and you could adjust your force scale over time w/ continuity.

My biggest surprise in coming (happily!) to this game is the lack of this feature. The Civ games, Endless Space 2: they all have this and they are better for it.

Reply #18 Top

If you mouse-over the enemy planet, you'll see a listing of the number of enemy legions stationed there, so you can plan your attacks accordingly. When I start out to conquer a civilization, I plan the approach with transports based on which planets do and don't have legions. During the early to mid stages, no civ that I've seen is completely covered with legions (older planets have had the opportunity to station a garrison or two), so there should be easy and hard planets.

If you simply plan to take the unguarded planets first, you'll not risk any delay or loss. Also, while it may not be obvious, bringing overwhelming force (more transports to a single fight) will cut your legion losses significantly, in just the same way that you will take fewer ship losses if your fleet outmatches the opponent, because you'll kill the enemy ships before your own take too much damage.

 

Reply #19 Top

Quoting blueflax, reply 17

My biggest surprise in coming (happily!) to this game is the lack of this feature. The Civ games, Endless Space 2: they all have this and they are better for it.

As dlapine1 mentions,  planets do tell you how many legions are protecting the planet so that you can make your plans accordingly.

GalCiv invasions are similar to Civilization.  First, you take out the defenses and then you move in except in GalCiv you have to use a special unit (an invasion transport).  

 

Reply #21 Top

Quoting Frogboy, reply 19


Quoting blueflax,

My biggest surprise in coming (happily!) to this game is the lack of this feature. The Civ games, Endless Space 2: they all have this and they are better for it.



As dlapine1 mentions,  planets do tell you how many legions are protecting the planet so that you can make your plans accordingly.

GalCiv invasions are similar to Civilization.  First, you take out the defenses and then you move in except in GalCiv you have to use a special unit (an invasion transport).  

 

I have to laugh. You can tell how many legions are protecting the planet and how many ships are defending in orbit, but you can't see the layout of tiles.

You either have to invade or colonize to see what you are getting into.

Reply #22 Top

Quoting BuckStrider, reply 21

Quoting Frogboy,

Quoting blueflax,


My biggest surprise in coming (happily!) to this game is the lack of this feature. The Civ games, Endless Space 2: they all have this and they are better for it.

As dlapine1 mentions,  planets do tell you how many legions are protecting the planet so that you can make your plans accordingly.

GalCiv invasions are similar to Civilization.  First, you take out the defenses and then you move in except in GalCiv you have to use a special unit (an invasion transport).  


I have to laugh. You can tell how many legions are protecting the planet and how many ships are defending in orbit, but you can't see the layout of tiles.

You either have to invade or colonize to see what you are getting into.

Espionage. With a high enough espionage level on a civ you can see the layout of their colonies.

Reply #23 Top

Quoting Rhonin_the_wizard, reply 22


Quoting BuckStrider,




Quoting Frogboy,






Quoting blueflax,





My biggest surprise in coming (happily!) to this game is the lack of this feature. The Civ games, Endless Space 2: they all have this and they are better for it.


As dlapine1 mentions,  planets do tell you how many legions are protecting the planet so that you can make your plans accordingly.

GalCiv invasions are similar to Civilization.  First, you take out the defenses and then you move in except in GalCiv you have to use a special unit (an invasion transport).  


I have to laugh. You can tell how many legions are protecting the planet and how many ships are defending in orbit, but you can't see the layout of tiles.

You either have to invade or colonize to see what you are getting into.



Espionage. With a high enough espionage level on a civ you can see the layout of their colonies.

Forgot about that option, but my comment still stands. Even a spy has to travel to (and land) see the tile layout.

Reply #24 Top

Quoting BuckStrider, reply 23

*snip*

Forgot about that option, but my comment still stands. Even a spy has to travel to (and land) see the tile layout.

If you are talking about Crusade, that's not how it works. After having a high enough espionage level on a civ, in the surveillance screen you can check on their colonies and see their layout. You don't need to send a spy to the colony, you just have to have discovered that colony.

Reply #25 Top

Quoting Rhonin_the_wizard, reply 24


Quoting BuckStrider,


*snip*

Forgot about that option, but my comment still stands. Even a spy has to travel to (and land) see the tile layout.



If you are talking about Crusade, that's not how it works. After having a high enough espionage level on a civ, in the surveillance screen you can check on their colonies and see their layout. You don't need to send a spy to the colony, you just have to have discovered that colony.

 

Yes, if you're serious about invading, plan to assign a spy to the target civ maybe 10 turns before your transports can arrive at their planets. That way you can view the all planets' surfaces before deciding what is high on the attack list.

You can go in blind, and if you think you can conquer all of his planets, why not? Knowing what's on any one of them won't matter.  As was noted, you do need to know about stationed legions, but you don't need a spy for that.