I would like to start a discussion about this.
Back in GalCiv II I used to make plenty of multi purpose planets. More or less depending on several factors such as what race I played. I.E the Iconians were good at making general purpose planets.
Now, thanks in part to the new population based economy and the per colony Production wheel, I seem to be doing ONLY ultra specialized planets. It simply seems more cost effective.
It is hard to tell how that would play out in the long term though, as the need for flexibility might overcome the need for optimization on a larger empire.
If starports are going to work detached from planets, asteroid can supply starports with "minerals" (more production) like they do in galciv2 with planets. They can, instead or at the same time, give the ships produced in a starport supplied by asteoirds with bonuses like more hp (better materials better hulls) or reduce the cost of the ship.
Speaking of an independent starport and mixed planets. If SD decide to add a penalty to the production of a planet according to the distance we are going to see, depending on the distance and penalties, or more mixed or specialized planets.
You don't see the impact on the game if you have all kinds of different tiles? Or is it more a matter of me not doing Founder Elite? It changes the game: like you might always use Lasers game after game; but because of this one planet with a +40% mass drivers tile, you design a new type of ship just for this planet. Plus the AI's are all doing the same thing, so pretty soon your fighting ships are really mixing it up across the galaxy. Or you have this well-located class-4 planet, otherwise useless (Galciv2); but because it has a +100% planetary defense tile, you take it and it becomes a thorn in this other guy's side. Or because of a population growth bonus tile, you specialize that planet in having 100% morale and farming colony ships off of it.
First, some people want less bonus titles per planet so it'll be a little hard to please everyone. You can always mod some bonuses (I think so) and SD can give us an option to set-up the bonus quality and/or quantity in the same screen in which we set-up galaxies.
Second, the star-port is going (or planed) to be an entity completely detached from the planet, more like an star-base, so, some bonuses worked better with the star-port being in the planet. For this case asteroids would work much better, giving bonuses to the star-port it is attached (+%hp, +%df, +%soldiers, etc)
and things like +% planetary defense tiles, or +40% mass drivers, +%ship-production-only, +53% armor, +10% asteroid production, +1.5% population growth, +10% tax revenue, et. al.. Like you build an Entertainment Center on a +10% tax tile and the planet gets +10% tax for the same population. And even bonus asteroids which give bonuses to starbases. Speaking of which: I love asteroids. I wanted a whole lot more of those as well.
% planetary defense would make a lot of sense if we have something like "barracks" or a military complex in the game, but at this point. . .
%mass drivers/armor too powerful or completely useless, according to you research or your enemy defense/weapons. Also, something like this would make balance a little hard to achieve.
No argument there. I saw this in the Warlords/Warlords Battlecry series: tons of cool features, not always balanced. But still fun, because of all the features. I just like the idea of each planet having its own distinct personality. i.e. I don't want some vanilla build order I always do for all class-10 planets. I have to look at it and think.
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