Preamble:
Let me state some things first:
I do enjoy playing this game. It has nice graphics, plays close to galciv 2 - which i really liked, so i don't mind little gameplay innovation - and runs very well considering the amount of players, ships and the system i am playing on. I also like that manufacturing/production is not as important as in many other games where units/buildings cost a lot and you have few of them (civ5, endless legend and many more). This really makes you feel you are leading a galactic empire and not just a small expeditionary force (like your "armies" in civ5).
Personally i enjoy older 4x (shutout to dominions 4) titles and paradox' grand strategy games more than recent and popular titles such as civ5, endless space/legend or age of wonders 3. I particularly enjoy making long term plans, playing optimally and having deep diplomatic systems.
With the positive preamble out of the way, i just want to list the issues that drive me nuts:
1) No research and manufacturing overflow:
This leads to intense micromanagement, e.g. i constantly have to readjust manufacturing sliders if i build different ships so i do not loose manufacturing. even worse are technologies, because here you have to adjust your whole empire so you do not waste research points.
Edit: thanks for the responders, letting me know that overflow is saved. however i would like a change in the system so you can finish multiple items per turn. all that saved up overflow does me little good if i only get one ship/building/technology at a time.
2) The governance system:
While it looks good on paper it is a micromanagement hell. The biggest problem is that specialized planets do not get the most research or credits by setting the governance to 100% research or economy, but by some value between manufacturing and research/economy while having a conversion project (economic stimulus, research project). This is even true for planets with only few factories and are heavily specialized otherwise. Here is an example:
https://forums.galciv3.com/460912/page/3/#3544388
==> If you add points 1 and 2 you basically have to spend 5+ mins every turn just to make sure you do not waste research and manufacturing. Even worse; when you go into debt the game sets your planets to unoptimized values for generating credits (100% econ on every world often generates less credits than carefully choosing an optimized governance setting between manufacturing and economy + economic stimulus).
Suggestion: If you want to keep these mechanics there should be at least a simple optimize planet for manufacturing/research/credits button that chooses the most efficient governance setting.
3) Starbases:
Nothing new here, currently building up starbases (and finding starbases that need upgrades) is a huge hassle.
Suggestion: Add a shipyard option to build constructors that are automatically send to starbases that need them as long as you have starbases that can be upgraded.
4) Lack of polish:
I constantly run into wrong/misleading tooltips, blatantly unbalanced mechanics and typos. I will probably make a dedicated list of them later in another thread. It just strikes me that there are that many small issues short before release.
5) Lot's of possible QoL improvements:
i made a separate thread with suggestions here:
https://forums.galciv3.com/462788/page/1/#3543885
and that is just me playing two games, typing as i was playing along. Again there is a lot of possible work to be done short of release. In general i would like an ui where mouse distance traveled and clicks issued are minimized.
6) non-competitive AI:
I can't say if it is the lacking balance, exploitative gameplay on my end or a weak AI, but on the second most difficult AI setting i do not expect to eclipse the ai by at least an order of magnitude (overall points rating).
There already is manufacturing and research overflow. Excess points are saved and spent on your next turn. Unfortunately, the game does not tell you how much you have saved up, but I guess we can't have everything. If I have 20 manufacturing and I build 2 Research Laboratories, after I finish the first one, the 10 extra manufacturing is saved up and the 2nd one will finish in 1 turn, although it will tell you that it will take 2 turns.if you have 200 manufacturing and you build 10 ships that cost 100, the next 10 ships can be built with your saved up overflow.
thank you for the information, seems like an ui issue then.
edit: i think the overflow issue could be solved by making it possible to construct/research multiple things per turn as this is the norm in many other games. saving overflow or not, it makes little difference if everything trickles in 1 thing per turn.
If you hover over the blank space in your manufacturing queue it will display how many points are accured. I don't know if this information is availabel for the research screen.
Preamble- Pretty much my thoughts also
Sorry but there is (or has been from B5 i think), you always have a one turn role over of "unused" R/M credits from your prior turn. Tested and verified. BUT you will never build or learn more than 1 thing/turn. Many want it but current game mechanics just do not support it.
Yes it is confusing and makes my head hurt at times trying to maximize a planets set up. BUT If you dig into the GC3 ECO math it all follows predictable math, new form of Galactic accounting calculus . Should the avg player need a 10 dimensional spread sheet to maximize a planet >> Probably not IMO but the system has grown on me as i have learned more about how it works ... and isn't that part of playing? PS. There are several very good threads that really dig into how this works
Nothing new here,>> Agree and it could use improving IMO. Again, lots of threads out there on this
Suggestion: Add a shipyard option to build constructors that are automatically send to starbases >> I personally would not like this as it would tie up my yard sending constructors to do upgrade i did not want or need
..and finding starbases that need upgrades.. >> you can cycle through SBs form the SB screen and select Request Constructor to get the closest yard to send a ship. This is close but not as automated as your idea. My biggest gripe it only uses the games default constructor which is always not the best build to send.
Absolutely agree considering current state and the impending release date. It has come a long way but still needs much work on both polish and balance. Believe SD's paln is to get the basic stable game out and do frequent patches for this. I say i am OK with this approach because i will be playing regardless of if it's still in beta of formal release. My concern is for SD's reputation among new buyers who will be expecting "better"
I recall your post and liked a lot of your ideas. Keep them coming, SD does listen, may not seem that way at times but they do. There is a long life planed for GC3 so while QoL ideas will not likely be in release 1 there is a rich plan for DLCs and upgrades.
1. No micro needed they over flow. Initially they didn't, then they changed to end of next production, now all points are kept but you are limited to one item per turn.
3. There is a request constructors button that sends an idle constructor to the starbase and if it's not available queues up a constructor at the nearest starbase.
Yes it is confusing and makes my head hurt at times trying to maximize a planets set up. BUT If you dig into the GC3 ECO math it all follows predictable math, new form of Galactic accounting calculus . Should the avg player need a 10 dimensional spread sheet to maximize a planet >> Probably not IMO but the system has grown on me as i have learned more about how it works ... and isn't that part of playing? PS. There are several very good threads that really dig into how this work
i do get the system, i just think it forces a lot of tedium tasks on the player. i would even enjoy this system, if there was more/better automation to it. usually i specialize all planets, but even they have a few factories to speed up construction and building upgrades, hence the optimum in the govern panel is not the optimal 100% manufacturing (all factories + conversion project) or the 100% research/econ (only research/econ buildings), but somewhere in between. finding this optimum is a hassle as it shifts when modifiers change (e.g. a tech that give +10% manufacturing or a starbase upgrade).
Your points are well taken. On this one though, I think the AI will get a lot better as time goes on. I feel like with the Ideology system and more adjacency/building choices there are a lot of fairly fat-tail min-maxing strategies that a player can do which hasn't been built into the AI very well yet.
Compared with GC2 where the strategic landscape with a lot flatter with much more straightforward risk/reward and investment metrics, GC3 has a whole lot of snowballing features that are built in. This is to say, GC3 is a lot more dynamic and will ultimately be a MUCH more engaging platform, but on the other hand there are a couple of issues inherent in this environment:
it will be interesting to see how this dynamic is addressed, snowballing is always a mainstay mechanic of 4x games, but there really are mechanics in GC3 that can make it pretty unreal.
One possible solution to this would be to make the universe less habitable. This was the game design for 'Fallen Enchantress' - though I didn't play nearly as much FE as GC2, the 'game difficulty' setting for FE wasn't just how strong the MOBs were that were wandering around, but also how much they would gang up on any player who started getting ahead to keep the world balanced (it was a frustrating world to play in, btw). In this vein I see a few possibilities:
The point is, that there are ways to quash the snowball that don't involve counter-snowballing - I think that a lot of it is tweaking/balance though - a lot of them seem to be straightforward mechanics in and of themselves..
I've only played a couple of games too and have largely come to the same conclusions that you have come to, but also, the last time I fired it up was back in beta 2 or 3 I think and it's really come a long long way and a lot of it is just polish at this point..
cheers,
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