Planets less than 12

We have a lot of planets in galciv1 that have no strategic use in that they can't be colonised and have no resources. It seems a bit odd and a bit of a waste so i thought i'd cough up some thoughts (inspired by MOO2's outposts):

1. Divide the starbases into two tech types - orbital and deep-space. orbital comes first, and encourages galactic expansion via star systems (with a view to resources and range). deep space starbases comes later and moves stategies away from local star systems into a pan galactic sphere. mhwahahahahahahahahaha etc

2. Place some of those galactic resources on sub 12 planets, making them more attractive to fight over.

off on a tangent already:

3. All starbases (orbital or deep-space) have to be serviced by a freighter (for trade, %bonuses and supplies) - otherwise they will cease to function after a certain period. Now there's a logistic for you! Make starbases tougher against ships, but easier to disrupt via supply routes. Have players choose between foreign trade, a domestic/foreign mix, or totally domestic .

back on tangent: or is it?

4. Minors can only colonise a certain sub 15 type planet??? (eg Alexians can only colonise planet type 4 - this could be randomly generated). the advantage of this is no-one's interested in invading their planet as soon as they appear.

5. i think i've finished (thank gawd. ed.)


38,649 views 28 replies
Reply #1 Top
ally like the Starbase suggestion making it more realistic and adds to the strategy of the game.
Reply #2 Top
). Simple and effective. To break the blockade the defender just has to clear 1 tile around the starbase.

This suggestion allows for the capture of starbases and simulates supply and blockade.

Paul.
Reply #3 Top
to me and really would give the <15 planets some worth.

One of the twists? How do you actually use the resource? Colony ships are produces much more quickly than constructors and would claim these planets very quickly....
Reply #4 Top
omething to shot at. I'd also suggest these Planetary resources have a life-time and thus are exhausted after x number of turns.
Reply #5 Top
This means you may want to keep some freighters ready here and there for such logistical moves. It also means that, when attacking an enemy starbase you can have ships tasked with keeping the enemy at bay and you get a nice prize out of it.
Reply #6 Top
ply lines to a space based structure in the manner described by Evil Roy or Solitair.

Without parking a sizeable fleet in the vicinity of the starbase and leaving it there to do blockade duty it seems pretty far-fetched.

Magus
Reply #7 Top
tc.
Reply #8 Top
to deploy wherever you need it.

Something to amuse yourselves with.
Reply #9 Top
k, that makes sense. But "starving" people inside it.... that can be a stretch.

Reply #10 Top
the Starbases local economy. The use of a supply line that emulates a trade route was a way to simply display the link, an abstraction, and give a method of distrupting it.
Reply #11 Top
was an 'outpost'

Reply #14 Top
They can always eat soylent green.
Reply #15 Top
n make it for certain rare materials only be found on the lower planets or be more common on the low planets. Would make the planets more used and interesting.
Reply #16 Top
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Reply #18 Top
provide different goods).
This would add a short term meaning to the influence area...
You can also link that capability to some technology.

gherardo
Reply #19 Top
I suspect this whole area of sub 12 PQ planet usage will be fine tuned and played heavily during beta testing before the right balance between fun, challenge and micro management is found.

Paul.
Reply #20 Top
Resources have NOTHING to do with habitability of a planet. I think many sub 12 planets would have great resources (STARS handled this the best of the previous games).

Chris.
Reply #21 Top
too micomanagy (fuel consumption on everything) and no ways to break up the tedium. Sorry to all you STARS fans.
Reply #22 Top
ame, (incorporating an internet-based high score system, similar to the Metaverse) but they said publicly that every publisher they talked to was waiting to see how MOO3 performed before they would touch another 4x game.
Reply #24 Top
ing resources. Resources were "created" in this way, keeping the late game from becoming stale matches with nothing left to build with as the resources in the planets slowly depleted from mining.
Reply #25 Top
me but there will be just as many usuable planets as there were in GalCiv 1.