Proposed Features:
In my opinion the game is currently heavily biased towards Research and/or Production in comparison to Credits. I would like to make a few suggestions and would love to have some input on these from the community and the dev team.
I would also like to make a few other suggestions on the topic of starbases:
EDIT: here is are some additional suggestions:
As I wrote above, all input welcome!
I do like all your suggestions especially the starbase one. It makes no sense that you can't build a mining and military module on one base. Nor does the 5 hex rule for building starbases. They are just annoying.
Very good suggestions.
The "no other starbases within x hexes" rule was introduced to avoid "starbase spamming", i.e. one Starbase gives you 10% production bonus, but if you plaster all the area around your planet with starbases, you get 200-500% bonus. This would be a tactic advanced players would tend to use, and to avoid it, the "one starbase" rule applies.
Thanks! I understand why there is a need to limit starbases, but there are more flexible and surely better ways of doing this then a rigid x hexes rule. In fact if you guys are up to it, I think we can think of a few other ways to limit starbases that fit the bill better . I will do so once I'm back home in a few hours.
I agree with you on this but that's actually how I like it money for moneys sake is a bit dull and most of your suggestions would make money far the most important thing in the game.
Ok then that is understandable and since you put it that way I can agree with it now. So they really should allow multipule modules (Mining, Cultural. Military etc.)
Well, money for money's sake might be a thing in RL but in this game it simply a resource that is interchangeable to a degree with other resources, namely production in this instance. It would be (in my opinion of course) more interesting - both conceptually and game-mechanic wise - to use credits in more elaborate ways and in more mechanics.
Ok, here are some ways to limit Starbase spamming abuse while still allowing multiple starbases:
1. make x amount of planetary population within the operating radius of a starbase a prerequisite for the construction of a module. For instance, only a single economic module can be constructed for every 15 planetary population units. For example if there is a single planet with 10 population than you can build only a single economic around it. Alternatively, it can receive the benefit of only a single economic module, which ever is easier to program. It is also possible to tie this to the overall population within the area of effect of a starbase. Thus a starbase with 3 planets in its zone of influence that have a total of 23 population combined can contain two economic modules. This system can be used to effectively limit the amound of bonuses without limiting the amount of starbases. It could also be use
2. Limit the amount of modules that can be built in a given radius without relating it to planetary population. This is the simplest solution, but also the crudest.
3. Create dedicated kinds of starbases, Mining , Research, Production, Trade, Listening post and limit these to a given radius. This can be elaborated in a way that some starbases give bonuses to each other - for instance a trade station might buff all other bases and so forth. I personally prefer simply very large starbases with multiple modules.
Well, firstly-- rushing planetary developments scales-- meaning it is cheaper to rush somethign on a planet that only has 3 weeks to go than something which has 8. & The fact that ships always cost full price actually adds to the game. Now that 6 ship border patrol fleet you have actually has some worth. Losing it means you actually lost something worthwhile & you can't just spam out replacements. It also means that the decisions on whether or not to rush build ships are much more difficult-- thus adding to the challenge of the game. Early game you often have to make a decision on whether or not to blow your starting bankroll on a constructor or extra colony ship (your choice will depend on map settings), mid-game you have to decide if adding one mroe ship to your battle fleet will make the difference. In both cases-- there goes your bankroll.
Well, this is all well and nice, but the size of the bankroll is directly tied to the amoung of income you have, what I am talking about is making the possibilities of spending your dosh more versatile and flexible. Being able to accelerate certain things using money will also scale and will also be dictated by the enviornment and immediate/longer term objectives. For example, if rushing something that has 4 weeks, i.e. an x amount of production costs 1000 credits, and something that has 8 weeks to go costs 2,000 credits, to accelerate the construction of the first by 200% will cost approximately half of what it would cost to accelerate that of the second. Of course you can also make the increments a-symmetric in various ways.
I would finally like to note an important fact: the bottleneck on production is not, at least primarily, the rushing mechanism but rather the fact that you can produce only a single object in a colony/ship-yard per turn. Thus even if you enough production output to build 3 ships of a certain class per turn, you will nonetheless produce only one, wasting 2/3 of your output. This is also true of colonies. Rushing here works the same except that you can on rare occasions rush two buildings at once - for instance when using the colonizer trait and also rushing a building. My proposals are not touching on this mechanic at all.
I would like a couple of things:
1) Ability to switch through Starbases while only having one open (ala Colonies).
2) A list of all discovered planets, settled or not.
(Just happened to notice my own 'join date'---geez, I'm old! Of course, that's how a good company builds customer loyalty now too, isn't it? Most triple A's can't generally say the same, attn: Ubi, EA, etc. while ones that take care of their people [Stadock, Matrix, Battlefield, etc.] can )
Wow, that got off track quickly. Sorry about that.
These would be helpful, no doubt.
I agree it seems sort of silly that starbases can only go in one direction. They have practically unlimited space to spread new modules into. And from a game balance perspective I don't see why it should be impossible either.
Fair enough, we will just have to agree to differ on that.
There is the immersion thing, which of course is entirely personal. A hex in GalCiv is roughly a light-year or so. Hence a starbase in the Solar System would at present extend its range beyond Alpha-Centauri.
I can handle that fleet encounters are actually gigantic magnifications of the actual dimensions, and that somehow with advanced tech different fleets in the same hex find each other. Fair enough. But a starbase that extends its range beyond 5 hexes is a bit much for me. I think one also has to consider cluttering of the screen, which already has a lot of stuff on it.
To each their own, of course.
Well, it doesn't seem to bother you as far as shipyards are concerned and these receive bonuses from planets that are substantially further away. Also, if this sudden peng of realism is the issue, consider that using the same scaling system the Milky way should be roughly 70,000 hexes across and 20,000 hexes deep and of course contain something like 100,000,000,000 stars.
You have just a few too many zeroes there. It's closer to 1 billion stars, not 100 billion in the Milky Way. See Fermi's Paradox.
we are in the era of google my friend, i suggest using it next time:
http://www.skyandtelescope.com/astronomy-resources/how-many-stars-are-there/
http://www.space.com/25959-how-many-stars-are-in-the-milky-way.html
My bad, I thought misremembered a video I saw recently.
People still spam star bases (they'll build 4 around a colony each 6 hexes from each other, but all covering the colony) to get the production bonus. I'ts ridiculous.
Why on earth didn't the devs simply make the production bonus not stack?
Very good question. Also, I don't see a problem with some stacking - after all, a single top tier production building gives the same kind of bonus 4 or 5 starbases would at maximum development, compared to some other bonuses starbases are almost marginal atm.
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