[quote] Things like war weariness or morale penalty for every occupied planet.[/quote] personally i would go with something like this (just a quick draft): 1) Different kinds of war: -War of extermination: every world invaded fights to the death, i.e. much higher casualties on both sides. successful conquered planets are immediately under your control, for declaring such a war you gain heavy diploma
tesb
i am not so much against endless war, but would like to see more dimensions to it. something more than: do i have the better military? if yes declare war. to come back to EU4: it is basically a war game, but war has so many dimensions to it, e.g. allying with a big power -> start a war -> give them tons of provinces during peace and watch them break apart from internal turmoil because you gave them too much land [e digicons]}:)[/e] , making them ripe for conquest.
yes, i think i had too much of an advantage: 1) played a custom synthetic race -> population is quickly replaced (1-3 turns) 2) not really, since war was declared on me and i bribed all other civs to join my "defensive" war 3) patriotic trait + malevolent eager 4) imho that is very minor because i always set up manufacturing worlds, the few turns spend to crank out invasion ships instead of combat ships are negligible. <
i don't think it will be as far-reaching as changing the identity of the game, but i get your point (being a traditionalist i assume). i think there is a place for any game between gameplay stagnation and over innovation and broad statements (without naming particular issues) will get us nowhere imho.
[quote]there is only one reason for all of the above: The game is called galactic civilizations 3.[/quote] can you elaborate on this? are you saying you are content with the current diplomacy because this game's predecessor was galciv2? [quote]Brad could elect to implement what you are asking, but then he should also change the name of the game to "milky way universalis".[/quote] i never asked for anything specifically
I hope this game does well, it deserves it, together with some major expansions :) Don't make the mistake of working too hard short of release: major bugs can creep in that way. As for post release: I hope you do slow down the patch cycles so i can finish a game on gigantic maps for once :)
Disclaimer: based the current opt-in beta 6.2 I am currently in a game in a game on a gigantic map with 7 other civilizations on though difficulty (i.e. every a.i. is genius). I am currently the second best civ score wise. The leading civilization declared war on me, so i bribed every other civ to declare war on the leading a.i. (not that i care much because the a.i. is not good at waging a decisive short war of conquest*). It then struck me that doing so would
playing with the latest 6.2 opt in: -max population is still bugged and does nothing -i tried patriotic instead of prolific: together with the malevolent eager (approval for every conquered world) i am currently up to 40+ population with 100% approval. all in all, the more i play with synthetic the more i wish it was implemented differently. synthetic is basically an early game problem, but a huge late game bonus (more tiles
i agree, that is why i like my suggestion so much. it is independent on the number of your colonies, does not change the early game but scales with map size and has it's biggest impact in the late game.
hm i tried a new run, this time not focusing on malevolent. it is much harder this way. imho malevolent makes or brakes a synthetic civilization in the early phase of the game.
In my games i usually get to a point where i do not need more research world (especially on larger maps) and end up with a lot of wealth worlds and i usually play on slowest research speed. the main problem is that technologies do not scale with map size (afaik). However just increasing tech cost based on map size would severely slow down the early game. So my simple suggestion would be a scaling factor (or at least an option for it) that works like this:
are you using colonizers to rush shipyards -> focus manufacturing -> colony ship? you should add prolific to that and you have an incredible advantage, i.e. the population of the first colony ship of every world is free too :)
[quote]It is a little hilarious that when projects were powerful, people complained that it was better to have diversified planets[/quote] i do not recall this. to me diverse planets are defined in their outcomes, e.g. a planet that produces a lot of science, influence and a bit of credits is a diverse planet. a planet that just produces science is a specialized planet. whether you construct factories + labs + conversion project
afaik gifted ai currently get's some hefty bonuses (i.e. it's cheating) (with 6.2 opt in patch).
you need to keep ship movement and weapon range in mind. if you want a tank ship, here is a suggestion: -give it tactical movement speed -give it tons of defense -role assault -kinetic weapons (shortest range) all other ships: -role capital/support or any other role that stays in the back -only missile weapons (highest range) however you should always keep in mind that enemy ships have
you just need to play a race with +1 speed and all your pirate problems are gone (they have a movement of 2 tiles, i.e. with +1 speed you can always outmaneuver and outrun them). just make sure to pay attention to automatic ship movement.
[Quote]Planetary Projects are useless. +5% per 10 Manufacturing is a terrible joke. No matter what, you will never want to use this. You will always have better options. +5% for the first 0.1 Manufacturing is easily abused, but not even worth the effort . There is no reason to diversify planets anymore. Planets should always be specialized now.[/quote] true. I look at the projects in their current form as way to differentiate fully
i tend to agree, in the end conversions complicate THIS economic system (where allocation is done via sliders) too much. i'll give feedback on the new system once played with it for a while.
@joaball, your are right with the statement that under certain conditions a balanced world can (vastly) outproduce a specialized world and the formula is the reason why this is changed: it is simply too complicated and unintuitive in a 4x where you are space emperor of a vast galactic empire. i am not so sure if the changes will make for a better game (i'll reserve judgment until i can test it extensively), but the current conversion p
[quote]"K illbots have a preset kill limit. Knowing their weakness, I sent wave after wave of my own men at them until they reached their limit and shut down. " -Zapp Brannigan [/quote] I played a lot with Yor and custom synthetic races, so this is a thread to discuss them. 1) Race creation: -You do not need population growth, which gives you 2 free design points. (Infertile) -the base po
i have to (sadly) agree with the op. I made the same observations, especially reading it's economy.
yeah changing this, at least for ships would be really nice. i want to set up fleet templates, e.g. lots of small ships + one "buff" ship = fleet and order that fleet. instead i have to build every ship at a time merging them when they are ready and so on.
[quote]I think the economic system is fine except for the ongoing projects thing. I don't like that.[/quote] the easiest way would be a simple a change of the current system, i.e. [img]http://i59.tinypic.com/6eek9i.png[/img] to [img]http://i57.tinypic.com/123nkb4.png[/img] i.e. you no longer run raw production through two modifier pipelines, thus preventing double dipping and weird outcomes as described in reply 15 (page 1) &n
that is good to know :) thanks from saving me of playtesting this