Edit 12/21/14
Since this thread has gotten more attention than I expected and has been revived several times I thought I should update with my thoughts on how the game has progressed.
When I preordered this game I was hoping for improvements to the gameplay of GalCiv2 not just GalCiv2 with larger maps which is what it seems to be at this point but I did pay to get into the beta and give feedback so here goes. Edit: When I say this I'm not saying there aren't any improvements to 3 over 2 just that it plays very similarly and has the same feel. This can be seen as good and bad, my issue is that while there are a lot of improvements the problems as I see them are still intact.
General game play issues:
Colony management, while I like the bonus tile/adjacency system in theory it doesn't really work well in practice. I tend to build the same things on every planet and most of the specialty buildings fall by the wayside with few exceptions that I build on large worlds. Why even bother with colony management beyond using the production wheel for optimization. The placement of tiles on most worlds aren't very good for optimization anyway so in practice it just doesn't work well and doesn't end up giving the player a meaningful choice. Edit: This has improved since I first posted, diminishing returns on population contribution to production means building farms is an actual choice now and brings the adjacency system into clearer focus. Regarding unique improvements, I'm not sure if I missed the global bonuses from things like the Galactic Showcase and Entertainment Capital but I think all unique builds should act like that. I know the Hyperion Shrinker's tool tip says that you have more space on ships built from that planet. This makes no sense as you can't really use that. The Hyperion Logistics building while useful can cause problems when merging fleets with ships that are build on other planets. Personally I prefer my fleets to be fairly uniform so I know what they can take on.
I've participated in a few discussions about aspects of this and most players in the beta like the system but it completely breaks my enjoyment of the game for me that I can't build all of my toys on all of my worlds and that huge populations are required. One of those discussions I mentioned earlier was about building farms not being fun, I say this because its a false choice, because you have to have that huge population to be productive. Edit: Addressed.
Combat: I know combat isn't in the game yet but that I can't control my ships in combat will always bother me. That combat is effectively rock, paper, scissors further bothers me. At least give me something that gives me a tactical choice in the resolution of combat. Like shields and armor are effective against all weapon types but with point defense tech I can just my guns and lasers against missiles too but missiles fire from further out and guns are laid out in devastating broadsides and lasers are more effective point defense weapons. Something more than, my opponent is using missile/PD ships so I'll build laser/PD ships. This is another game breaker for me. Edit: This seems to have been addressed but I haven't really tried it out much as my attempts to play the Yor didn't work out well and my games playing the Iridium since Beta 2 have been pretty peaceful. I tend to play live and let live but once someone declares war on my I destroy them as I tend to enjoy the building aspect of the game and everyone is too nice while diplomacy is being tested. Not a complaint, observation on part of the testing process.
Research: While I appreciate a large tech tree the way it is implemented at this stage is just boring. If I could queue up research jumping from tree to tree it would be tolerable but most things are just an incremental bonuses and I never get excited about getting a new tech. There are a few things that completely kill it for me, that I have to research each and every treaty when I researched a universal translator after I encountered other races drives me nuts. All of the races in GalCiv have a very similar view of the universe this just makes no sense. I could see it if different races implemented treaties differently but its all the same. Edit: This is much the same, I appreciate that each race has some special stuff and there are some things moved around it play much the same and I'd like a bit more creativity if possible.
Terraforming: That planets are improved for life one tile at a time makes no sense and just bugs the crap out of me. Just put terraforming as a single tech that allows you to build a building that slowly improves the planet to be earthlike and adds usable terrain in increments. Or just scrap the whole tile system and allow terraformers to make the planet more habitable allowing higher populations. Edit: Still the same but can be modded later.
Multiplayer:
There are 2 issues I see for multiplayer, the first is asynchronous turns. That player 1 has to finish his turn before player 2 can go just makes the game take that much longer to play and most people won't sit staring intently at the screen for their turn to start will just make it worse. Edit: I haven't had a chance to play multiplayer yet but I can accept simultaneous planning and sequential execution.
Second is micromanagement. That periodically throughout the game you will unlock new tiles and buildings that you will have to go to every planet to build then when it finishes build what you want there will further slow down the game. If Stardock creates truly outstanding governors that won't be much of an issue but I have yet to see an AI I trust to build the colony I want built. Edit: Pretty much the same, worse with the Yor.
I'm pretty much done already, the game frustrates me more than I enjoy it and it seems most players in the beta like the game as it is or prefer the direction its heading. I don't expect this rant to change much if anything in the game design as most players seem to like where the game is going but at this point I may just wait for Stardock to reboot the franchise before buying another GalCiv game. Edit: The ability to mod just about anything, that things are still being implemented and feedback does seem to be listened to have kept me paying attention.
+1 on Simultaneous Multiplayer. The game needs a simultanious turn option for multiplayer (like Civ IV/Civ V). This is a BIG deal.
Terraforming: That planets are improved for life one tile at a time makes no sense and just bugs the crap out of me. Just put terraforming as a single tech that allows you to build a building that slowly improves the planet to be earthlike and adds usable terrain in increments. Or just scrap the whole tile system and allow terraformers to make the planet more habitable allowing higher populations.
I really enjoy colony management at first. It's especially fun on the first couple worlds, and then it just becomes a tedious chore. I have never felt that there were ENOUGH tiles on the planets. I would much rather have MORE tiles on FEWER planets, than have to build the same crap over and over as you said. It's always the same basic buildings. I would agree that there is a lot of artificial choice. The farm, hospital, and market are really quite necessary, unless the planet is so tiny as to be useless. Personally, I hate lvl 5 and below planets, if I see one, the only reason I will colonize it is because I don't want someone else to. I would rather perform a "core detonation" and create an asteroid field if I could.
I kinda feel like any planet you are actually going to colonize should have at least 6 tiles, and even then, certain changes could make a big difference. I like your idea of regarding teraforming. I wouldn't mind if this was either VERY expensive, or VERY slow. It should be available early in the game however, since even though the Aceans had something similar in GalCiv2 (an improvement that took one tile, but created 5 new usable tiles), the technology was too advanced (too late in the game) to be of any real strategic importance. Perhaps something like a terraforming station that costs 25 maintenance, and takes 100 turns to improve 10% planet quality (and/or improves only the adjacent tiles?). This way you could build a couple to help speed up terraforming efforts on a planet you really want to improve and include research technologies (+10% "performance", -10 "cost", etc).
Continuing on the subject of tile improvements, I would like to see something like the GDI Power Plant in the C&C Tiberian sun series. What I mean is a tile improvement with it's own improvements. The GDI Power Plant had expansion for an additional 3 turbines to increase power. See image: http://i.imgur.com/fi5l7r8.jpg
These improvements could be expensive to keep things a little more balanced if need be, but would be VERY useful on smaller planets, and would also make economic specialization more viable and rewarding, since you could improve your homeworld and make it stronger, without having to invade other systems to keep up in power. You could BUY your way with expensive improvements instead of using cheap slave labor through galactic conquest.
I think that improvements for production and research facilities could be very useful, they could even be part of a different research branch, that would only be selected by someone who was perusing a fewer planet strategy, and had the money to invest in the more expensive upgrades. They could also be among the first to be destroyed using planetary invasion tactics, so that war-mongering AIs don't end up too powerful after taking a single planet. Other tile improvements could have modules as well. Farms (greenhouse & hydroponic modules?), Entertainment centers (football stadium, movie center, gladiator arena, etc), Embacy (impressive marble floors, expensive artwork, trophy case with mounted heads) as to improve the amount of usefulness on smaller planets, or to really stack up on bonuses (these modules would also carry a heavy premium).
This would allow for more "toys" on each planet as you say, which would be nice, as well as offer new strategies which would make for a more interesting game. Something else I would be interested in is a large "map" of all my available build spaces across all worlds. That way I could plan my build que across all planets at once, since I often know WHAT I want, but really don't care where it's made (after a certain point). I would like to see another option than just going to each planetary menu.
This is difficult to address since as you say, combat hasn't been implemented yet, and I don't know what to expect. There is so much POTENTIAL with this game to have excellent combat, since it has the ship creator, however, I feel combat will be a POOR EXAMPLE of what it could have been. I would like to see something similar to the concept behind Master of Tactics.
MOT Example: http://www.strategycore.co.uk/forums/topic/10694-making-strategy-games-more-strategic/
where you can select which ships to attack with, which weapons to fire, which ship(s) to target, and what strategies to use (such as flanking behind an enemy for greater damage). This would be AWESOME in conjunction with the ship creator, since you could add point defense to the rear of a ship to counter missile attacks while attempting to flee, forward facing shields to protect against head-on laser attacks, and armor to the sides to protect against quick flying fighters with mass drivers.
Regardless of what tactical system is put into play, I feel it would be a SHAME to waste all the effort put into the wonderful ship creator they have built by not making the two interconnected (instead of just X amount of lasers, and Y amount of shields). The actual ship design should play a key role.
A few other tactical ideas I have been thinking about recently....
I would like to see some lvl of tactics on the grid screen before battles as well. I'm not familiar with the GC cannon, but I think that the ability to cloak ships would be awesome. Cloaked ships could be detected (by thermal imaging), with advanced sensors on ships and spacestations (I like the idea of having to avoid space-stations). You wouldn't be able to fire, and you would have to shut down your reactor and run on (expensive and heavy) batteries using low-heat engines for movement. Lets say one engine movement per battery for example. Due to the amount of thermal heat by 500million+ people, large amounts of troops in a transport or colony module would be out of the question, but small strike teams would be fine.
Another idea for those crappy lvl 5 and under planets would be as military outposts. I would find them much more useful if I could put a beam/flak/missle cannon on these planets that could fire anywhere within say 4 spaces, and destroy most any SINGLE ship in one hit that wasn't protected (by shields, armor, point defense). They could also have a training station on them, where you could bring troops to train, which would increase their soldering ability (by say +10%). Other military ideas... ship repair facility. You could bring ships to the planet to be repaired.
The smaller planets (yes I hate them!) could also be used for other strategies as well. Lets say you could add a cargo station that trade ships could travel to, to pick up goods, which would cut down on the time it takes to make deliveries (closer to trading planets). You could set up mineral and heat extractors that slowly destroy the planet but generate revenue. Build experimental research labs that perform dangerous tests that might destroy the planet, or unlock a new technology 50% faster.
I believe that the research tree is "boring" because of the lack of strategy. It would almost do just as well to have 6 buttons (Economics, war, trade, influence, Diplomacy, Research) and get rid of all the techno-bable all together. Each research "block" would improve that category by 5%. No new improvements or "technologies." The funny thing is, the game would pretty much be exactly the same, which just goes to show how bad the tech tree really is.
It desperately needs branching in as many of these categories as possible. Economics should branch into (trade, tourism, entertainment), Diplomacy should branch out (negotiations, barter). The outpost I mentioned earlier could be part of Galactic Conquest, and weapons could focus on speed, range, ammo size, and damage. Research and influence might remain with a single tree but have other interesting characteristics. Maybe send "performers" to other worlds for influence in their domain, send out research ships to investigate wormholes and nebula's, etc.
I would just like to see more specialization in general, and more rewards for those specializations.
I don't expect a whole lot more than what we have seen, and I certainly don't expect any of my requests, but there is still a LOT of time left. Not to mention several expansions. It's WAY too early to give up on the game. It's only half way done. Only time will tell what improvements GalCiv3 will actually offer, hopefully a lot more than what we have seen so far!
I agree with the comments here. As I posted a few days ago, the Techs just seem too easy, too frequent and could easily be changed to blocks of 5 % gains as described above. Not my choice, I'd rather see civ's getting way less total techs during a play through and having to specialise, being forced to make balances.
As for the planets, yes not enough space for any of the unique buildings. Build a few farms, factories and science and that's it. Build up population. Rinse and repeat for each new planet. I want the ability to teraform as described above, over time sure, with land resources for land and Sea ones for sea hexes. Let the player choose how to craft the world with an eye towards the bonuses.
Combat, well that's for December.
Well written summary of what bothers me currently with Gal Civ 3, kestlstw. I do agree that it ist too early to judge combat but my biggest fear is, that it will be the same old "rock, paper, scissors" system without any real choices, other than defense and weapon type. I hope I will be proven wrong in december.
Another thing i couldn't quite put my finger on were the tech trees and the "choices" they offered or rather did not offer. It currently feels like you are reseaching tiny bonuses with every tech and very few offer meaningfull choices that feel impactfull. I am all for fewer techs per race but more specialised techs and more mutually exclusive ones. And I would love to see the different races excelling in different ways of combat. some have more specialisations for carriers, others might have better shields and more powerfull beam weapons etc.
I hope some of theese concerns are at least considered by the devs, as in my opinion the game feels a bit shallow at the moment.
I'm glad it's not just me then......Beta yes understood, but racing through Tech's with no "real" choices is not much fun.
The thing is that most of the race specific buildings and techs feel very generic. Often they just give a bonus to production, culture... or provide adjacency bonuses. And even the "wonders" like the Tech Capital just give you more research and that's it.
I know it is not easy to make the races feel and play different (Sword of the Stars did a decent job with that imo), but at the moment all races feel a bit too alike, at least that is my impression. That's why I am hoping for special weapons and modules for each race ones combat is fully implemented and would encourage the devs to try more unique techs, bonuses and buildings, while we are still in Beta.
Clearly it would be a bad design decision to remove a feature from the game most players myself included seem to like because a minority such as yourself do not. That said I think there is room for some tweaking here as I feel that often the number and layout of tiles available on planets do stop you actually getting as much out of planning with the Adjacency system as you could. So needs tweaking not removing IMO.
Actually I think combat when it's in is going to be much more interesting in GC3 than GC2, because they have the concept of support modules on ships and assigning ships strategic roles within a fleet. This means designing not just ships but fleets of ships with the right capabilities and roles to support each other that adds a lot in my view. Lets wait and see when it's in but I'm really looking forward to seeing it.
Research I feel does need fleshing out more and better flavour text but the allure in GC2:ToA was always that different races had different tech trees and that means a lot of tech and tech tweaking to come as they are doing this in the GC3 base game too. Again at this stage in the beta plenty of scope for techs to change. On the treaty thing it's not really something that bothers me but I can see your point.
On terraforming I totally agree with you I think the one hex at a time terraforming system they have now feels silly, ackward and is not well implemented.
P.S. I have no interest in multiplayer so have no comment there.
One thing I do agree with lets set the minimum planet size up to 6, planets with less than 6 Hexes on them do feel like a waste of time to build on. That should be an easy tweak.
I'm confused by the original post...it seems like you didn't like GalCiv2 much, and (not surprisingly) don't like GalCiv3 much. So why buy them? The game mechanics seem to be progressing very nicely to me. and have improved in many ways to GC2. Numbers (like tech research speed) will be balanced later.
Actually I think combat when it's in is going to be much more interesting in GC3 than GC2, because they have the concept of support modules on ships and assigning ships strategic roles within a fleet. This means designing not just ships but fleets of ships with the right capabilities and roles to support each other that adds a lot in my view. Lets wait and see when it's in but I'm really looking forward to seeing it.Research I feel does need fleshing out more and better flavour text but the allure in GC2:ToA was always that different races had different tech trees and that means a lot of tech and tech tweaking to come as they are doing this in the GC3 base game too. Again at this stage in the beta plenty of scope for techs to change. On the treaty thing it's not really something that bothers me but I can see your point. On terraforming I totally agree with you I think the one hex at a time terraforming system they have now feels silly, ackward and is not well implemented.P.S. I have no interest in multiplayer so have no comment there.
I have to agree with Eco here. The game is supposed to be like GC II but more of it. Rock/Paper/Scissors works and worked well, this will never be a TC game so why reinvent the wheel?
I like colony management and the tech tree needs an adjustment on pacing, especially on HUGE maps. One way to remove your tedium is to set you galaxy to what I enjoy, HUGE maps, tight clusters uncommon habitable planets. You can actually play 70 turns and NOT find a planet to colonize. It makes finding one, ANY one more of a treat and you agonize over how to specialize it
Terra forming is fine as it is with the current tile system. Asking for a change like mentioned would not be feasible at this stage of beta. It could be an expansion though. Personally I want to see more diplomacy interchange with Civs either requesting, threatening or begging for anything, techs/cash/help/ships and occasionally dropping in to give me more of my favorite snarky comments and such.
This is how I play.
And I definitely hope they put random snarky comments / threats from other civs in. I love having those pop up in GC2.
Colony management, while I like the bonus tile/adjacency system in theory it doesn't really work well in practice. I tend to build the same things on every planet and most of the specialty buildings fall by the wayside with few exceptions that I build on large worlds. Why even bother with colony management beyond using the production wheel for optimization. The placement of tiles on most worlds aren't very good for optimization anyway so in practice it just doesn't work well and doesn't end up giving the player a meaningful choice. I've participated in a few discussions about aspects of this and most players in the beta like the system but it completely breaks my enjoyment of the game for me that I can't build all of my toys on all of my worlds and that huge populations are required. One of those discussions I mentioned earlier was about building farms not being fun, I say this because its a false choice, because you have to have that huge population to be productive.
I agree. I have also posted about this before. I really have no problem with the adjacency bonus per se. It is not something that is outright bad. But it is not something that ads to the game. It really does not give u meaningful choices. There is, more or less, only one way to build your planets. A strategy game really needs to have choices.
And then there is the fact that to play it optimally. One has to construct the appropriate production building (labs, factories och economy-buildings) on most of the tiles until population start to reach the current cap. Then, one by one I have to replace the production building with a farm since population is more important for the actual output (up to the optimum level).
Yes, I think they have said in multiple streams that they are going to work with micromanagement and I do hope so. THe micromanagement of starbases in gal civ 2 was my major issue with that game.
Sincerely
/N
I'm sorry but adjacency bonuses add a great deal to colony management, and are one of those 'why didn't I think of this before' game improvements. The game doesn't force you to lay out your planets a certain way, you still have full control. But if you are smart about the layout, you reap a benefit. Big colony management improvement IMO.
All I wanted out of GC3 was more GC2 with better graphics and small improvements, exactly like adjacency bonuses.
I too like the tile adjacency bonuses, although I feel it's something else that could benefit from better terraforming, larger planet sizes, or the need for less redundancy on planets. As for your expectations of the game, it's called Galactic Civilizations 3, not GalCiv2 HD. While I too am very impressed with the graphics, multiplayer, and the small improvements that they have made, a lot of the core problems with Galactic Civilizations 2 are coming back to light for veteran players. The things that really made galactic civilizations quite tedious and boring after a while. We have all payed to play the alpha/beta and have come here to the forum, in hopes of shining a bit of light on these dark areas of the game.
The technology tree and ship combat are probably the two biggest factors. What bothers me is that all of the weapons, ship designs, tile improvements, and technologies to accomplish everything people are discussing have already been made. Very few new technologies would need to be made in order to allow branching in all core game strategies (research, influence, conquest, trade, etc), and all of the weapons and ship design mechanics are already in place to make an awesome ship combat system, it's just a matter of organization, mechanics, and balancing. Granted, I'm certain it would be a lot of work, but if you already have the assets and a large group of vocal testers, I feel like investing some time in a better tech tree could really improve the game experience, and since ship combat is going to be added, why not do it right?
We have all played new games that destroyed the core mechanics of the original and integrated terrible ideas into the game play, launched with a completely broken AI, or simply added cheap gimmicks in place of new content, so I'm very thankful that Stardock is staying true to the original. Everything that was done right in Galiciv2 is being done right in Galciv3, but the things that were done wrong are also being repeated. A GalCiv with improved graphics and minor improvements is still a wonderful addition to anyone's game library, these types of suggestions are simply part of an open alpha/beta testing group. Hopefully this makes a difference in the end-game product, and user feedback is actually able to improve on these issues. We are simply chasing the idea of a more perfect GalCiv, but the developers are the ones that have to actually build, implement, and balance it all.
Brad will be writing the 'Ai Code' and with that he has previously done a very good job with flavoring the personality of each AI. Today we have diplomacy which has issues BUT is being addressed every day. I knew dipomo would be a turning event in the games development and I was right. More people are posting with bugs and complaints more than we had prior to Beta 2 and truthfully this is a great thing.
The game currently is fun (for me) and I am resisting investing a lot of time because I know Combat is around the corner.
I too like the tile adjacency bonuses, although I feel it's something else that could benefit from better terraforming, larger planet sizes, or the need for less redundancy on planets. As for your expectations of the game, it's called Galactic Civilizations 3, not GalCiv2 HD. While I too am very impressed with the graphics, multiplayer, and the small improvements that they have made, a lot of the core problems with Galactic Civilizations 2 are coming back to light for veteran players. The things that really made galactic civilizations quite tedious and boring after a while. We have all payed to play the alpha/beta and have come here to the forum, in hopes of shining a bit of light on these dark areas of the game.The technology tree and ship combat are probably the two biggest factors. What bothers me is that all of the weapons, ship designs, tile improvements, and technologies to accomplish everything people are discussing have already been made. Very few new technologies would need to be made in order to allow branching of in all core game strategies (research, influence, conquest, trade, etc), and very few new weapons would need to be created to make an awesome ship combat system, it's just a matter of organization, core mechanics, and balancing. Granted, I'm certain it would be a lot of work, but if you already have the assets and a large group of vocal testers, I feel like investing some time in a better tech tree could really improve the game experience, and since ship combat is going to be added, why not do it right?While we have all played new games that destroyed the core mechanics of the original and integrated terrible ideas into the game play, launched with a completely broken AI, or simply added cheap gimmicks in place of new content, it appears obvious that this shouldn't be the case. A GalCiv with improved graphics and minor improvements is still a wonderful addition to anyone's game library, these types of suggestions are simply part of an open alpha/beta testing group. Hopefully this makes a difference in the end-game product, and user feedback is actually able to improve on these issues. We are simply chasing the idea of a more perfect GalCiv, but the developers are the ones that have to actually build, implement, and balance it all.
This is exactly why I posted. It seems most players love GalCiv2 and just want GalCiv2 64 bit edition which is what 3 seems to be heading toward to me.
I liked GalCiv2 but it had its problems and I bought 3 so I could input my thoughts and as is the case try to get the devs to address the problems of 2 if they are repeated in 3.
Larsenex I like huge games with common habitable planets, huge battle fleets in massive interstellar wars and awesome technological improvements which means I get to the tedium of micromanagement fairly quickly and end up with half hour turns more often than not mid game just to be sure I don't have empty tiles on half my planets. If the game does end up with truly phenomenal governors that would eliminate the issue especially if they are customizable. However I think that colony management could be improved and simplified and that would greatly improve my enjoyment of the game. Like I said in my original post, in theory adjacency bonuses are great but in practice they are kinda meh. Another playstyle choice, I don't like to overly specialize. If I don't build up my military fast enough early game and loose my major research planet and severely hampered simply because I started next to a militaristic player or AI so I put a bit of manufacturing, research and economy on all my planets. The adjacency bonuses are only really useful if you specialize every planet and then you still need some luck in what you find.
I've made this argument before but here I go again. There is no reason population has the be the main driver of everything and there is no reason not to use all of a planet like Mars. If I could turn Mars into a forge world covered in robotic factories, I would specialize every planet without worrying about loosing a specialized planet. Its not like Mars has actual habitable zones that people are restricted to, it needs domes for people but the entire world is usable land for buildings. If its terraformed that changes but as a dead desert world why can't I turn it into a huge factory or military world and leave my living worlds for high populations, economics and research? Yes it changes the dynamics of the game but I would think it would improve it for the better. It gives you the opportunity to really use all those specialist buildings and could speed up some of the slow parts of the game to get to the good parts. This would also greatly improve my enjoyment of the game.
Just let me use all the usable land a planet instead of the current you can only use these tiles because balance but really is an artificial restriction. Its not like I'm even saying the robot factories have to be intelligent, they still need a person to oversee them, to repair them and to direct them just not a massive population to do so. They might still need a million people to use them but more people doesn't increase their production like farms do now. That looks pretty balanced to me and turns small planets into useful planets. I would even say building farms on such planets would be more expensive since you do need some people for it. The basic functionality is already in the game farms are already independent from population, just make factories the same but with the requirement for some X minimum population for them to function and leave research, economy and military as population based.
Derracs I like your idea about improvements to buildings and think that could resolve part of my issue with the tile system. Really think breaking up the tiles into smaller tiles would be the easiest way to do it but that would mainly add more micromanagement later in the game but I think it could work. I would say not building additions to tiles but specializing them. I've found 3 specialized tiles together generally give enough bonus to at least be worthwhile one a planet. Reducing that to 2 would free up the space to use some of those specialist buildings or the military buildings that always seem to fall by the wayside. For the people that specialize every planet just more specialization and bigger bonuses.
Regarding combat, I had forgotten about carriers and honestly I haven't looked too closely at the support modules since I think the first one are just bigger rock, paper or scissors. I will have to look at those again as that might be enough to make combat interesting in GalCiv3. I'm not asking for tactical combat, that was never an option for GalCiv but rock, paper, scissors while I works is boring and not really much of a choice. I'm just asking for an interesting choice here and it would make the combat viewer more interesting.
That's nuts, there's a ton of new ideas and content in GC3. Just to name a few:
Black holesAnomoliesNebulaPiratesStrategic ResourcesAdjacency bonusesnew tile improvementsnew tile bonusescompletely reworked economy and production sliderResearch 'ages'Combat improvements, like ship role and factoring in range, as well as carriers and fightersIdeologiesPlanetwide unique 'abilities' or bonusesNew diplomatic optionsCompletely reworked starbase systemMUCH improved ship designer
...and it's still only in BETA...!
Just realized that my wanting factories to be independent from population and worlds like Mars being fully usable might be a modable possibility. Not sure what the limits of modding are at the moment but it does seem like the game is being designed to allow a lot of freedom. Anyone know if that would be possible?
That's nuts, there's a ton of new ideas and content in GC3. Just to name a few:Black holesAnomoliesNebulaPiratesStrategic ResourcesAdjacency bonusesnew tile improvementsnew tile bonusescompletely reworked economy and production sliderResearch 'ages'Combat improvements, like ship role and factoring in range, as well as carriers and fightersIdeologiesPlanetwide unique 'abilities' or bonusesNew diplomatic optionsCompletely reworked starbase systemMUCH improved ship designer...and it's still only in BETA...!
I'm not saying there are no improvements or that I don't like anything about the game just that there are things I didn't like about GalCiv2 that are retained and I think should be improved upon and that to me the cons are outweighing the pros at this point. I started this thread saying saying these are the issues I have but I'm in the minority and I would love to see improvements but most testers think things are good as they are or the direction they are heading anyway.
Anomolies and Ideologies were in GalCiv2 although Ideologies were much more simplistic.
I'll even say I really like that shipyards can be sponsored by multiple planets and I've said before that I like the idea of adjacency bonuses but practice its not enough to overcome the issues I have. Strategic resources look good but haven't really been implemented that I've noticed. I do like that too. I'm complaining about certain things that I think would make the game so much more fun or don't make sense as I look at them. Like I watched the dev stream today and Paul made a comment that turning a size 4 planet to a size 18 planet early was overpowered. This is an example of a game design choice I can't wrap my head around. Why is turning a planet with few tiles into one with a lot of them overpowered if all races can do it? You still have to build the improvements, pay any maintenance and build the building you want to put there. Incidentally if I could bump every planet to at least 14 and place those tiles where I want them early, say by the middle of the age of war, I would be saying the adjacency systems rocks and I wouldn't be complaining about how I hardly use half the buildings in the game. The types of design choices that arbitrarily limit what I can build on my colonies because balance, when as I think about balance I think about I think about every race and player being on a more or less equal footing. Being able to use an entire planet early isn't a balance issue its a pacing issue and really makes no sense to me.
Let me use all of Earth to start, let me use all of Mars to start but farms are 1.5 times the cost because they have to be domed. Or give me the option of building robotic factories on uninhabitable tiles that aren't tied to population so long as there is enough population to maintain them but they produce the same amount if I have a billion people or 30 billion on the planet. Farms are already independent of population why can't factories be the same at least as an option on poor worlds. Is this not balanced? And if Stardock can't or won't maybe I'll mod it that way myself.
I could deal with simplistic combat and incremental technology if I have the freedom to really use my planets.
I have to disagree with your questioning of having planets of different usability. I think your example was Mars, as in, why can't all tiles on mars be used for factories even though they aren't suitable for life. Part of the fun of GC is discovering different planets, most not great, but occasionally an awesome one. Your idea would remove that whole aspect of the game, and make most planets the same. I think that (from a story point of view) the point of the planet quality system in GC is that Mars isn't just a class 4 planet for life sustaining building, but it's a class 4 in all respects, science, manufacturing and tourism too. For whatever reason (dust storms, unstable tectonic activity, volcanic activity) low quality planets aren't good to build anything on, until you improve areas of the planet through terraforming one small area (tile) at a time. To just open all tiles of every planet for building would ruin a major part of the game.
I don't think anybody is asking for the removal of planet quality. The fact that some planets are better than others is indeed an important and strategic element of GC, but that's not our problem. We just don't want any planets that are completely useless. As I stated I would rather blow up most of the class 4 planets I come across, than have to build on them. It's just yet another dull and dreary planet that I have to add the bare-bones too, which will provide no real usefulness, but I don't want an AI grabbing it, especially one that will become hostile towards me because I now have a great amount of influence over one of their planets!
The problem isn't that some planets are better than others. It's that some planets are useless. You can't even build a listening outpost on the planet that monitors an enemy planet or install huge radar dishes that show x10 sectors in all directions. Small planets need to serve a purpose! Not just be another annoying intrusion into my time. I don't want to build on these as they are, in fact, I don't want them at all! Let me blow them up! Let me mine them for money until they are destroyed (hell yeah!), let me use them for experimental research of biological weapons for galactic conquest! Let them serve a purpose... please!
but even a class 4 can eventually be upgraded to be pretty good. the solution is, don't colonize them. Where to send your colony ships is part of the strategy of the early game. do you colonize that class 4 next door, or hang on to your colony ship in the hopes that something better pops up.
Part of it depends on how you play too, I like to have habitable planets pretty rare, so even a class 4 could be a valuable find, especially if it has strategic value. If you have plentiful habitable planets, then the class 4's may seem more useless.
I see class 4's as a tundra tile in Civ. You could put a city there, but probably wouldn't want to. But you can't have all good colony areas, there has to be bad as well.
Yes, I play pretty rare inhabitable planets. But......what about all the uninhabitable ones? They are just there to be pretty? Surely if we are space travelers, we can plonk down pre-fab structures (ie class 1 planet) that can have a military installation (listening outpost, anti pirate base etc.) allowing for ships in orbit to defend/ refuel/ resupply. Or Terraform an uninhabitable one into a Class 4, say, allowing it to be built up over time. I know mining hasn't been included yet, but please let us do something with all the dead planets.
That's just the way GC works, if you want those gameplay elements, check out Distant Worlds, in that game, you can mine pretty much anything.
You too are a dreamer my friend! It would be neat to be able to utilize some dead planets. It would be glorious to colonize/terraform all 5 planets around a particular star. However, even using our own solar system as an example, both Jupiter and Saturn are both mostly liquid, which would make them a poor installation for pre-fab structures. However, you could collect hydrogen and/or helium from them. Then there are some planets located entirely too close to a sun to be practical for any kind of use (way too hot).
It would be neat to have some unique planets that you could make use of though. Truly "dead" planets like mars could, of course, support an outpost and pre-fab structures. However I believe that class 4 planets are in fact "Mars like." A few gas giants (like Saturn) could provide useful elements for trade/money/construction, kinda like Elerium and Durantium. Resources should of course, IMO, be collected in tons (either trough mining, or over time). Forget needing x number of Durantium "resources" to build something. It shouldn't matter how many gold mines you have, it should matter how much gold you mine, and you should be able to save/store/trade resources.
This would even add the strategic element of being able to destroy a cargo ship with x amount of Durantium in it. Which could end up being very costly for the person who spent 20 turns mining it. You would have to form convoys to safely move goods through dangerous sectors, or maybe offer to pay the Iridium Corp to escort your shipment through Drengin space...
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