Does everyone else go for a quick military victory, ending the game before any empire gets >50 colonies?
I ask because I've been trying to play an economy/influence game and on larger maps it just turns into micromanagement hell. I've got 117 colonies, 106 ships, 305 starbases and a couple of hundred unread notifications. I'm popular enough that the other empires don't attack me, and I don't go looking for a fight.
I'm in hour 26(!) of my game, Turn 228. Each turn is taking ~20-30 minutes. It isn't fun any more. It feels like a job. About 90% of my colonies have starbases. Every turn I have ~30 new constructors that I have to send to improve an economy/influence/mining starbase. I have to couple click each starbase to find one that needs an upgrade. I thought this was going to be easier using the starbase screens and selecting "request constructor" but half the time it just says "you can't build a constructor at this time" and I have no idea why. So it's all micromanagement.
I've also never finished a game. I always give up and start again as it's clear I've won, with a power rating of 10x the combined total off all the AI empires. Simply because after turn 150 or so it's 20 minutes of empire starbase civil servant for every 1 minute of space emperor.
I see from earlier betas that there was going to be a AI colony governor but any mention of it looks to have been dropped but the current beta.
Yes I use the command screen alot. If you talk out loud what you are doing it will make sense. For zingo77's first screen shot read it like "Shipyards" "Building" "Intruder M9's" should build "Dagger M4". Or shipyards building Intruder M9's should build Dagger M4's.
OK I'm going to look at the command screen next time I play. You see this is why I suck at this game and have to play on beginner.
Suggestion for reducing starbase upgrading micro: why not just let players assign planet production to them just like with the shipyards? It would take out the middleman of having to build a constructor and then manually send them to starbases all over the place. And would add a strategic element since starbases outside your borders would be harder to upgrade due to the diminishing returns to production due to distance (players could still fly constructors over to them in these cases I guess), and you would have to decide whether to assign a planet to a shipyard or to starbase upgrade duties.
Can that command screen also adjust sliders? Its a lot more clicks if it can't and I spend a lot of time changing those every turn
You have a single global option but I'm guessing you mean to setup templates to switch to. I would love this as well.
Everyone starts somewhere. I rarely played GC2 on any difficulty but beginner and save scummed like a mofo. I'm mostly playing on genius right now. Godlike requires more time then I can invest with my work schedule and the fact we are only a few days from release and Opt-In patches are fast and furious.
I have not found the governors useful yet. Some examples:
I can't put the shipyard on repeat for transports because it drains my population. So, I intersperse transports among the other items in build cues so the turn count isn't too short between transports. I end up having all shipyards on manual control. If there is a different way to handle this, I haven't found it.
If I tell all shipyards building a mk3 cruiser to build the new mk4 cruiser, do I change the current build? Does it replace things in the cue? This is an example of not knowing what to expect from the governors.
I can't use "send all ships from this shipyard" function because I produce a mix of civilian and war ships from each shipyard.. I don't necessarily want to be sending civilian ships to the war zone. This is aggravated by the fact that I hand build cheep constructs everywhere. Also, I need to send different types of ships coming from a single shipyard to different rally points. Otherwise, my fleets end up with an unplanned jumble of transports, battle ships and supprt vessels. Sorting it all out at the other end is a mess.
Once, I set up a set of rally point commands: All transport go here, all cruisers go here, all support go here. Three rally points next to each other. When a new ship launched, I would send it somewhere close to the field of action on the minimap. Every five turns I issued the rally commands again. Eventually, everybody ends up in the right place. That was the best I could come up with.
So far, I can't make it fit what I think are normal or needed actions.
I hesitate to have something so complex it is actually a programming language of commands, but it does need to be more robust somehow.
I tried that a week ago (long time with all these updates coming out), told it to change all starports building a Mk2 to start building a Mk3, and yet I kept getting Mk2s produced for multiple turns after that. So I'm not sure what it does, or if maybe it's broken.
I like the ability to give global orders to ships, but it needs expanding to custom planet governors.
eg.
This planet (production wheel setting) is an 'xyz' world
Then when we colonise a new planet,
I designate this planet a science world or a balanced world or a manufacturing world etc.
Then we could do:-
All planets designated as science switch to manufacturing
or
All planets switch to designated settings.
This would give us the flexibility we have now without the micromanagement.
The AI should be able to do this on the fly.
Yes, this is needed for when I research a new factory and want to switch all my research planets from R100 to R50 M50 quickly. It's a quality of life feature that I hope gets added.
The conquest/influence victories are by far the easiest on small maps. On larger maps you cannot end the game quickly through conquest or influence, so the other options become more viable. In my opinion the research victory is a bit too tough, because you basically have to research 80% of the techs (or even more) to get it and this is always slower than e. g. an ascension/military combo.
I would love to see a turn time limit (at least for mp), so you are forced to reduce your micro to important stuff.
Fine for MP, but it has to be an option for single player. When my wife interrupts me with a complicated question I prefer not to yell "Shut up, I have to change the output sliders of all my research planets before time runs out!"
I've been playing on the larger map sizes lately and while I'm know where near as good as you guys seem to be against a gifted AI I'm not having issues with mirco managing unless I suddenly gain alien world via conquest and influence at a silly rate as you can't track the them properly and they kinda have no meaning to you. Influence is a massive problem for this as you can suddenly gain 10-20 planets in different parts of the galaxy and you've got no clue what's going on. I name my planets in groups depending on there solar systems location so I can create a mental visualisation of where they are and what's going on there which is hugely important to planning. I then build a Shipyard for each group which is 3-5 planets though I don't do this on my outlying systems as I don't like my production to be easily targeted especially in terms of non combat vessels. I feel I might be doing something amiss with Star bases however as I don't tend to build anywhere near the amount I see in photos, I grab all resources I can normally doubling/tripping up as well as crystals and relics, then If its a edge system boarding a hostile AI I build Influence/cross military bases in key locations which will be the hubs for my defence fleets. Every group of planets also have a Sensor ship at the edge of its influence these are not only equipped with as many sensors as I can physically force on but also are as fast as I can make them so they can flee from hostile actions while keeping them in sight, they are normally fast enough to completely out flank the opposing fleet without any chance of being caught meaning I don't even leave a hole in my vision range.
I'm interested to how you guys go about conquests however as fleet wise I build up protective fleets for each group of planets though these are not exactly strong being pretty much medium, small and tiny vessels I can use to reinforce if I get attacked by a strong force though that's yet to happen as despite having being declared war on in every game the AI as never been actively aggressive with anything but small forays or skirmish fleets which these forces can crush these like constructors, colony ships and transports are made locally. Once I've got defence fleets everywhere I decide where I going to attack and build around five fleets with the best ships I can produce built where I can combine manufacturing and military buildings to provide additional boosts these ship yards don't tend to worry about constructors, colony ships and transports building capitals, carriers and prototype vessels constantly to make sure I maximise my potential in build speeds. Then I go at one AI on one front with absolute focus cleaning away anything that's been offered thus far without any engagements being near to closely matched while my defence fleets remain in location to cover against any counters elsewhere in the galaxy. Anyway from what's been described above it seems like you guys are fighting with dozens of fleets at the same time and building tons more star bases than I am.
In my current game however I'm not sure of the turn count but the leading AI's have 30-50 colonies while I'm in 3/4th with 20ish to which I've only got around 8-9 star bases and I'm barely beginning to build military ships and thats only because I've just had Drengin declare war on me but they are not close to my space as far as I can tell so I'm not concerned and I've got good relations with the closer empires, but if anything at the moment I'm often finding myself saddened that I've got so little to do on my turns, as I have little in the way of fleet movement beyond my sensors spreading out and moving new colony ships to grab high value worlds on the edge of my empire or if none are present low value ones inside my empire, I've still not colonised the lvl3 planet in my starting solar system for that reason though it will likely see me catch up with the leading AI's in number of colonies once I've done so. Noticed Empire penalties can quickly become difficult to handle especially in the first age of technology so I feel that approval and influence techs are really critical at stopping your empire becoming a logistical nightmare and I always try to draw populations from planets getting too big for my tech levels ability to pacify. I am however really cautious of too much influence because I do not like influence victories in this game at the moment as once they get going the massive tidal wave of colony absorption is way too fast leaving me bombarded by new planets I do not have compartmentalised and in smaller maps you win before you've really got any idea what's going on. There's no conflict its just a influence wave of assimilation, which once gets going seems beyond the AI to stop.
Anyway I've just waffled on saying pretty much nothing other than the only time I've been finding it micro intensive is when getting influence victories though that's likely as much to my very structuralist logical play style as much as anything else.
For me so far while I prefer Insane /rare/rare maps to be hug but not too many planets (with lots of space between folks)
The 'planets' I can manage fairly ok and while I could list improvements, I can live with what is.
Now Starbases I find very annoying.
Changes I would like to see:
1) Starbase 'build alll' Probably only an option after 'ring' has been selected, but after that a check box, that if there are free constructors at base, it build anything available. Sure it might not build the order of preference I want, but a lot more manageable then clicking 20-30 times, at time to 'improve' a new starbase.
(or worse yet, having to click on 80+ right arrows to scroll through starbases) then click on an improvement for each one when new tech becomes available).
So far starbase management is the single biggest, 'aggravation' to my carpal tunnel, so much so that I have about 4-5 mouse automation scripts designed to ' do everything for me, so I CAN play
2) An expanded on the above, I would love to see instead of a 'build anything' a 'focus' so I could tell a starbase, to build, Defense, Offense, 'Production', or 'Misc' (or perhaps rate the 4 in order of preference). Then if a constructor was available (and a build option was available) it built based on preference.
3) REALLY need more keyboard control versus mouse. (**** REALLLY would love this one *****)
Something as simple as being able to right/left arrow (or page up/down) to scroll through planets / starbases instead of using mouse to click the arrows at top of screen would help a lot with Repetitive Motion Syndrome.
I am imaging a screen with the game map on it and dots representing shipyards and other dots being other factions ships. Knowing the location and when the shipyards are building would be more intuitive yes?
Confirmed; this is a quick way to get the wife to adjust her input slider settings to null. Zing!
Zingo, you are spot on regarding the command functions. I haven't used it because I haven't been able to understand it well enough to get it to do what I want it to do.
Actually, it just seems easier to do it on the shipyard since I only build one shipyard per 5 planets and I play with rare habitable. I usually only build 5-6 shipyards.
On the colonies, they should add a tab for discovered and uncolonized planets and a command to send colony ship, similar to the command for constructors to the star bases.
I agree on most points, but you keep saying you have to send constructors manually. Did you know you can click on the starbase and 'request constructors'? This queues up constructors that will automatically fly to the starbase. once they arrived you'll get a notice about it. Just in case you didn't know
As far as I can tell, that only works with the stock pre-designed constructors. I don't need to be wasting production points on constructors with life support modules to go to a starbase I already own - I want it to build my design with max engines, no life support, no sensors and the relevant number of constructor moduled that the starbase needs, not "Build M6" which has a range of 65 gazillion hexes for no apparent reason
Exactly, just my own sentiments as well.
A solution to this, is like in Galciv II, have an auto-governor AI.
That might explain why that feature never worked for me. I NEVER use the prebuilt ship designs. I ALWAYS obsolete them immediately and build my own much better versions. I kept getting an error popup something like "you cannot build constructors at this time" whenever I clicked on "request constructor". I never understood why that happened, but now it seems it was complaining that no default design constructors could be built, ignoring the several varieties of my own construction ships.
A tidbit dropped by Paul in a dev stream a while back: The Request Constructor button will first look for idle constructors (ones with no set destination) and use those. So it is possible to build up a stockpile of your type of constructors at a rally point, for instance, then these will automatically be used when you Request them.
The only problem is building up the stockpile first!
With respect to a potential AI Governor for planets... I have also not heard any specific detail.
However, I mocked up a change to the Colonies management screen, in conjunction with the creation of a Economic Governor (which remembers production wheel settings). Personally, I think something like this would go a long way towards making it easier to get an overview of your empire's settings, and make changes quickly.
PS - this does not get rid of the production wheel, just makes it easier to use.
Mockup: https://www.dropbox.com/s/bgxo3peapxpeso2/GC3%20Colony%20Management%20Screen.JPG?dl=0
Original post: https://forums.galciv3.com/466013
Does anyone know how this works, specifically?
Would it pick a free constructor that's say 20 turns of movement away, instead of placing a 1 turn build order at a free shipyard 2 turns away (3 turn total vs 20 turns).
Alternatively would it place an order at the closest shipyard that maybe has 10 turns of ships already queued, vs using a free shipyard 3 movement turns away, but can build it in one turn?
Or even does it take into account the relative construction points of shipyards? IE account for shipyard queues, total build times, plus travel times.
IE How intelligent or not, is the automation?
Not a problem. I easily pump out 30-40 constructors per turn. This problem is actually finding a good use for them.
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