Greetings!
First off, thank you so much for being part of our community. I've been making GalCiv games for nearly my entire adult life (23 years and counting). You guys are what makes it worth it.
Secondly, so to recap our story so far:
1.0 released in May.
1.0x series in May/June. Bug fixes, AI tweaks, balance.
1.1 released in July (delayed due to Steam June summer Sale). Lots of usability improvements, more content, bug fixes.
1.2 released in August focused on adding the Mega Event System. Minor AI updates. Bug fixes. Balance.
1.3 is nearly ready, September release. Focus is on UI improvements based on player feedback. Reduce micro-management. This was the first of the post-release updates based on player feedback. Basic stab at planetary automation.
So this brings us to 1.4.
1.4 is almost purely about AI and game balance. There will be more work on the governors.
We ARE going to get rid of the per planet spending wheel. I know many of you like it but it is just incredibly tedious to deal with and violates the general spirit of GalCiv (there's a reason we never had this in previous GalCivs, it's not like we hadn't thought of it). In its place will be something different. We'd like to hear what YOU would like to see in there.
The AI work is going to focus on AI adaptation to player strategies and adding more goodies for modders to create custom AI mods. The measurable objective for 1.4 is that on NORMAL the AI should be able to beat most players with the higher levels being substantially improved.
Part of the improvements will come from design changes. The game isn't designed with players getting >1 million credits per turn for instance. So there will be some balance work to address some of the unintentional exponential growth tweaks.
Another area of improvements will come from improvements to the AI trading.
What's your view?
As stated in the thread "The doing away of the wheel":
The ability to control something puts me into a position where I get the feeling I'm being able to play around, explore and figure out stuff. To play around with the options and to discover strategies is fun to me. The planetary wheel offered a lot of control for individual planets, so there was a lot to discover.
If I could only select given governors to control the planets, it would severly limit the ability to play around with the options and figure out smart strategies. It would make the game less complex and more streamlined, which is not really what I'm looking for in GalCiv3. I want complexity and options so I know there are still hidden secrets and strategies waiting to be discovered.
So if you replace the wheel, please make sure that you are not reducing complexity.
Oh, let's just drop the 'it'll reduce mico' rubbish, because it won't. You can bet that if we're stuck with just the global wheel, we'll be microing it every turn to make sure we're not wasting any more production on econ or research than is absolutely needed, rather than just setting worlds to 100% whatever-they-do and leaving them alone. Every time I build a new ship or building, I'll need to adjust GLOBAL outputs to cover the maintenance increase; as population grows, I'll need to adjust it downward to avoid surplus cash. This does not strike me as less micro-intensive than setting a planet's wheel to 90% econ and then forgetting it exists.
And we can ditch the 'it's against the spirit of the game' crap, too; if we're using a pop=prod model then the ability to direct population is a fundamental part of that model. It wasn't in previous GC games because the pop=prod model wasn't, and so it wouldn't have made a blind bit of sense to include it. It WAS in more or less every 4X that uses a population = production model tho = in Civ, you can position your citizens, in MOO, you assigned them by blocks etc. And the funny thing is, it worked just fine in those games. There's no reason for it not to work in GC3. If anything is 'the spirit' of Gal Civ, it's a razor-sharp AIs that actually play the game. Gal Civ isn't the most innovative 4X; it's not the most relatable, it's not got the biggest budget or the most features or the best balance. But it has always had excellent AI. Removing the wheel to avoid an AI improvement is precisely the opposite of that spirit.
This really boils down to three things:
1. The AI can't specialize.
2. Because the AI can't specialize, everything has to be cheap and bonuses have to be high.
3. Because bonuses have to be high, those who DO specialize can get game-breakingly good scores.
Removing the wheel is entirely down to dealing with this. Nothing to do with micro (since that could easily be reduced using any of the 150 different suggested ways to trim micro that players have contributed to this very forum), nothing to do with some mysterious 'spirit of the game'.
So let's analyze this further:
Part 1: The AI can't specialize.
The strategic AI is, let's all be honest now, really bad at this game. This isn't a dis to SD. It's an objective statement of fact. The reason that the bigger maps are boring is because you aren't competing against the AI to win. You're basically just waiting for the AI to fall apart. It's entirely possible to play on maps where, by the time you meet another empire, you're already in mopping up mode because they've already fallen so far behind you. This should not happen. We've excused it with 'well, don't play on those settings', or with 'it's getting better!', but ultimately, the AI cannot play the game effectively beyond a few dozen turns.
This is entirely down to the inability to specialize. It produces slowly, it researches slowly, and it barely makes money. When it tries to research, rather than putting 100% of it's research planet populations into research, it puts 50% of it's industrial populations into research, where they are useless. It builds shipyards orbiting worlds covered in market places, and then spends 50 turns building a frigate.
The AI will continue to do this regardless of if they get rid of the planetary wheel or not. Only now, you, the player, get to send 50% of your industrial world's population over to do research at miserable returns too, if you want your actual research-dedicated planets to make even half-effective use of their infrastructure. If you are think this idea will be a net improvement to the game, then you are, quite simply, wrong.
Part 2: Everything has to be cheap
So, because of 1, everything in the game has to be cheap and everything which gives bonuses has to give really, really high ones. The AI is going to be building that frigate on that econ-dedicated planet with only 50% of it's production going into un-boosted manufacturing; it might have a manu output of just 10 or 20. Even on manu-dedicated worlds, it's 20-30 population will only be dedicating 50% to manu, so even with lots of end-level factories it's unlikely to break 100 final output. That means that everything is ludicrously cheap - for example, money is nearly worthless because the AI never really makes any use of it's econ worlds; it might put 30% of total production cash, and be dedicating the rest to stats that are outright worthless for those planets.
The AI's inability to specialize is therefore dictating the economic balance of the game. EVERYTHING is balanced around trying to make the AI's crappy planets actually produce things despite being used incompetently. This is one of the main reasons I've been banging on about the AI needing to specialize so much. The reason we have all there unbalanced mega-bonuses from adjacency and basic buildings is because otherwise, the pathetic output that the AI is presently achieving would be even lower, and the game would be even less of a challenge; fixing the broken economy will actually murder the AI in it's present state. Removing the wheel does not fix this as such - instead, it makes the player reliant on the ridiculous bonuses too. If anything, these insane increases will actually need to be increased still further to compensate for the incredible slowdown that non-specializing will introduce.
Part 3: Specializing gives game-breakingly good scores
Because the bonuses have to be so high, actual specializing gives enormous output scores. Attempting to increase outputs so that the AI is less dire automatically increases the player's output even more, because he'll make use of 100% of those new bonuses while the AI might get 50% out of them. As they balance everything around trying to make the AI actually productive at horrible global settings, this leads to insane bonuses for the player. For a level 3 factory to give a noticeable improvement to the AI's outputs, it needs to give 10% extra per factory - say maybe +100% planet-wide. The player will gain manufacturing equal to his raw production from the upgrade. The AI will get, at best, half it's raw production value extra out of it, due to it's population being spread out doing dumb stuff.
Hence why, by T3, you are producing more or less anything in 1-2 turns, yet the AI is producing stuff in 20+. When you have 500% bonuses, the player will put out 600% of raw production. The AI will, at best, put out 300% of raw production into manu, and then 1/4 of raw production each in econ and research. Thus, the difference between specialized and non-specialized gets bigger throughout the game, and efforts to make unspecialized competitive by boosting outputs causes the specialized worlds to become relatively more powerful rather than less.
Now, I'd say that leaving the wheel alone and teaching the AI to use it is a much better solution than taking it out. And fixing point 1 allows you to fix point 2, and that fixes point 3. It would allow you to nerf the oversized outputs, as the AI wouldn't need them to prop it up anymore. This, in turn, would substantially reduce the difference between specialized and non-specialized planets, so that previously insanely-high cumulative bonuses would be brought down into merely very good planets. If we shouldn't be making huge hulls in 1 turn, then make huge hulls expensive and reduce top-possible-bonuses to be less than they cost.
I doubt we'll be seeing a switch to a factories-are-production economy, since that'd be a ground-up reworking. Which means that pop=prod is almost certainly staying. If pop-prod is staying, then we need to be able to direct the population. ANYTHING OTHER THAN THE PLANETARY WHEEL IS A WEAKER METHOD OF DELIVERING THAT. The only alternatives which do not result in a loss of control (like, say, per-planet 'focus' buttons that set 100%) are ones which do nothing to resolve either the problems above, or the micromanagement issue, and so are meaningless changes. If you're celebrating the removal of the wheel, just watch how well the AI is doing in your next play-through - because in 1.4, that's you. That's how well your empire will be doing by turn 300. Does that look like fun? 20+ turns to build a destroyer? Research that's trapped in <T3 because without specialized research worlds you cannot keep up with the exponential increase in tech costs? Fighting against a bureaucratic limit set on your ability to exercise control over your people? If so, go play MOO3 - you'll love it.
This is a stark choice between improving the AI and simply removing stuff it can't use from the game. The former everyone wants anyway. The latter sets a dangerous precedent. What will they remove next in favour of teaching the AI to make use of it? It presently doesn't use the ship designer - it just builds from scripts. So we can nerf the hell out of that. Just limit the player to purely cosmetic changes. That makes combat much easier to balance, and doesn't wreck the 3D printing. The AI was bad at picking good hulls - and we've already seen that the solution to that was making the unlock techs insanely expensive so the player wouldn't use them so much either (not that it worked; it just made sure ONLY the player could ever get large hulls). The AI is terrible at diplo; what do we do? We introduce the lock-out because the AI was so easy to abuse. I suspect that might be considered much more 'gamey' than being capable of telling factory workers to work in factories on a factory planet.
This suggests that design decisions are being influenced by poor AI, which doesn't bode well. The game is being changed into something the AI is capable of playing, rather than the AI being improved to be capable of playing the game. That's exactly NOT why I buy a Stardock game. SD have a reputation for good AIs that can play the game in front of them, not poor AIs which have the game deliberately re-written around them until it's simple enough for them to play.
Getting rid of the wheel system is a massive step forward in reducing the crazy micro management in the game and shows that Stardock are able to make tough decisions, encouraging signs at last! It's the right decision for a game of this scale. 10 planet empires the old system works ok, above that and the the game increasingly bogs down.
I've posted about getting rid of the wheel previously (even requesting it it to be set on fire since I hate it that much, which didn't go down well with some people) and requested a focus system for individual planetary management.
I'll reiterate my preferred proposal here:
A 100% production focus system. Each planet would have to choose from Industry/Research/Wealth and possibly the Industry split into Military and Social Production if the current slider is removed. A planets focus can be changed whenever you want.
An absolute MUST is the additional ability to change a planets focus from the main screen without entering each individual planet screen that would save a ton of player time per turn. The addition of production focus switch icons to the planet scroll queue on the right hand side for each and every planet and also focus switch icons in the more comprehensive planet list in the main menu. On the main tactical and zoom in map appropriate icons next to a planet to easily distinguish what its focus is e.g. (e.g. red hammer/blue flask/yellow or green coin) and perhaps a colored haze/fog/atmosphere around the planet.
I doubt the global wheel would work with this system so scrap it as well, I literally never use it personally. The Global screen instead could be you could have animated pictures of the planets (like the diplomacy screen) and be able to move them between the 100% focus groups. e.g. 3/4 boxes. Industry*/Research/Wealth. Just a prettier version of above basically.
Looking forward to see what Stardock do with 1.4/1.5.
I second this.
In my own post earlier I was trying to make the point rather less forcefully. But the bottom line is that if a game has a good feature but the AI can't use it then there should be an attempt to code it to do so (which obviously will take time and effort but is what the players are hoping to get): rather than having the feature removed so that we humans don't have the option and the poor darlings can compete with smaller bonuses.
I'd scrap the Global Wheel as well it's part of the same problem.
It's not just the amount micromanagement it's how long it takes to micromanage that's the problem
Currently you have to enter the planet screen click on the wheel and drag it into the right position to set the production you want (not easily done takes a few seconds especially if you say want 30 production to get a factory done in one turn) for each and every planet that needs attention that turn. With the system proposal I outlined in my previous post it's one click per planet and you wouldn't even have to enter the planet screen if there's something you want built already in the queue. Over say 50 planets even 10, the micromanagement would take considerably less time every single turn.
Yes there's less control with a focus 100% production system but a 100% focus is usually the best strategy anyway, the only real time it's not is when trying to complete a building or ship in one turn and put the excess in research/wealth. The games scale is too big to be fiddling with percentage points and wheels every turn, but MOO3 changes these are not!
Most your post is about the AI, first of all Stardock needs to deliver an enjoyable experience for the player. Good AI in 4X games is about as rare as hens teeth, competent with huge bonuses is about the best we can probably hope for.
A system where the AI can only choose between 3 or 4 choices (Social/Military/Research/Wealth focus) should mean it makes the right decision more often I'd have thought, thus you get a better AI.
I don't see how keeping a wheel system would help in any way, neither luckily does Stardock it would seem.
Sorry, to clarify I was the long post by Naselus above.
Please, note, you are not "removing the eco wheel". You are changing the wheel-shape into buttons and moving its place in the UI. But you aren't removing it.
Read naselus's excellent post above. The main issue is not the ability to set the production allocation to arbitrary percentages vs. predefined 100%/0% focus options. The issue is the ability to actually specialize at all! Thus, what you are suggesting in your post is actually "keep the wheel", not the opposite. You are simply changing how it's represented in the UI. More importantly, it would not solve the base problem of the player being able to build insanely productive worlds and the AI being unable to do so.
We aren't moaning about losing the ability to set arbitrary speclialization values. We are moaning about losing the ability to specialize in the first place! Heck, I'd take your focus-buttons and be quite happy with them especially if you'd be able to change the settings in the main window. However, note that the impression we get from SD is that they are not giving you focus-buttons. Instead, they are removing your ability to specialize in the first place.
It's a percentage system with all the fiddlyness taken out so if that's not removing the wheel, it's still a bloody big change I'd say
My initial response to naselus is post #55.
If I get what your saying you think that there is going to be zero ways to select individual planets production your interpretation is it's going to be just a Global system? They wouldn't be that crazy surely? Get the pitchforks ready if that is the case, they've created a building/tile/bonus system where specializing is the best approach, removing all individual planetary production decisions would render a lot of that pointless. i.e. build about third factories/research/wealth despite tiles would be near to best strategy.
That is exactly my fear and, yes, it'd be madness...
Quoting naselus here but as long as the economy is based on "population generates production that is then split into specialized output" you must have the possibility to set that split per planet. Otherwise your choices degenerate into the same balanced world pattern. Just like you deduced.
I don't really care that much how the planetary specialization is done as long as it can be done. Though, of course, doing it smartly and user-friendly is better than something less workable but this is simply details of how not the principle of what.
A button system is, as Petri notes, just the wheel but with fewer settings; I'll still be forced to go back to every individual planet when I research an upgrade and switch them to 100% manu, then set them back to 100% research one at a time afterwards. Moreover, it does nothing to address the high output problems, which is the other stated objective here, unless the buttons are deliberately set non-optimally. Ultimately, it's not a change worth making.
If there IS to be a change worth making in this, it's either going to be a massive reduction in the players direct control over his economy, or a massive change in the way the economy works, full stop. The latter, we probably wouldn't mind, but almost certainly is not on the table here. The former, on the other hand, is saying 'you can beat the AI too easily even when it has massive bonuses, so let's tie one hand behind your back'. It's actually noting that the AI plays the game badly, and then forcing the player to play in the same way.
Just about the worst possible outcome, and the one I'm most concerned that they're thinking of, would be a flat-out removal of the planet wheel, and then the imposition of governors if we want to engage in any deviation from the global wheel at all (which is the logical extension of the way governors have been set up in 1.3, with offsets and bonuses). This would be horrible, as it mandates and unfairly rewards automation even if you want to micro. But almost any other outcome doesn't weaken the player, and doesn't reduce the amount of micro.
I'm pretty sure SD is not talking about removing specialization entirely. I have not seen or heard a single thing from them that even comes close to implying that. My sense is that their focus is 2-fold:
1) Reduce the extremes to which planets can be specialized or at least the efficiency of specialized worlds in order to reduce the player's advantage over the AI.
2) Reduce the incentive for players to check in with their planets each turn and thus reduce micro, especially once players get past 10 or so planets.
The ideas to replace the wheel with buttons is primarily aimed at #2. Yes, you still may have to adjust when you research new upgrades, but I think that's okay. I think what they want to get rid of is people going in and adjusting their wheels by 2 or 3% each turn to keep their planets operating at maximum efficiency. As for #1, as I said in another post, I don't think they can actually change that with the wheel. I think they need to look at balancing the various bonuses from buildings, adjacency, starbases, relics, planetary projects, etc. and also make the AI more deliberate about specializing planets if they really want to change that.
EDIT: Since I posted this, there have been some posts from Frogboy that make me not so sure that we will retain any planet-by-planet spending control. I hope they do, but the opening statement of this post is no longer true.
That's still a lot quicker than entering each planet screen and dragging the mouse to the right location on a wheel. One click each planet is a lot quicker, or much better yet they could also add planets building X e.g. research center all switch to production focus. One Click only, job done. Huge time saved compared to existing system.
It's going to be interesting to see what they do, something has to change though if there are people who are happy with the existing system there can't be many. I think my worst case scenario is they do nothing. I'd like them to try something else before giving up on individual planetary management (if that's what they currently intend) preferably my proposals that don't involve tearing up the whole system and starting again. I haven't tried the opt-in governors yet, not sure if I'm going to bother with 1.3 might just wait.
That's a reason to add more tools for automation and macro control, rather than a reason to remove tools for micro control. Implementing groups and letting you set the wheel specifically for those would be a much better option straight away - then I just change my research world group's wheel from 100% research to 100% manufacturing for a few turns. That's why this has nothing much to do with getting rid of micro; there's far easier, far more effective ways to do so that don't require removing it.
And if being done as a nerf... well, an interface change is a preposterous way to do that. Imagine if they decided to nerf one specific class in an RPG by refusing to show them their hotbars, or nerfing a character in a shooter by refusing to let them check their ammo. SD control all the prices for everything, and all the outputs. Any balance changes in production should take place through changes THERE, not through arbitrary lockouts of chunks of the interface.
SD devs: Is the social/military slider going as well? It causes at least as much if nor more micro as the spending wheel.
Nothing on the global page is doing to go away. But the per planet microing is all going to go away.
Hi folks. Let's take a look at the really high level strategy game design for a moment.
It seems to me that fussing over the production wheel is the wrong conversation to be having. The real issue is that planetary specialization is always the right answer. Quoting myself from the Strategy Game Designer's Constitution:
Obvious choices should not be choices. If you offer the choice between A and B, and A is always better than B, then the choiceshould never be presented to the player. This turns into a monotonous tedium for the playersince it is understood to be unnecessary. This manifests itself in different ways, but most often it comes down to a balancing issue.Some games have obvious and unbalanced features that players quickly capitalize on. Ifoption A always works best over other competing options, why would the player ever wantto choose to do anything else? Another area this problem displays itself is where you have two different situations and eachsituation requires a specific and obvious solution. Making the player "solve" the obviousproblem doesn't take any brainpower and does not make the game more fun to play. Itadds no strategic value to the game. If square pegs always go in square holes, there is nopoint in having square pegs or holes in the game. Instead you would want varying degreesof results in varying situations.
Obvious choices should not be choices.
If you offer the choice between A and B, and A is always better than B, then the choiceshould never be presented to the player. This turns into a monotonous tedium for the playersince it is understood to be unnecessary.
This manifests itself in different ways, but most often it comes down to a balancing issue.Some games have obvious and unbalanced features that players quickly capitalize on. Ifoption A always works best over other competing options, why would the player ever wantto choose to do anything else?
Another area this problem displays itself is where you have two different situations and eachsituation requires a specific and obvious solution. Making the player "solve" the obviousproblem doesn't take any brainpower and does not make the game more fun to play. Itadds no strategic value to the game. If square pegs always go in square holes, there is nopoint in having square pegs or holes in the game. Instead you would want varying degreesof results in varying situations.
What we should be doing instead is considering points like these:
Thoughts?
Hi Frogboy
To clarify, does that mean it will no longer be possible to change an individual planets production in any way other than through the existing global page? No wheel, sliders, buttons, etc. anything to do with changing production on an individual planets screen?
Well, to a point. Let's look at what they are doing in 1.3. They took a mechanic that already existed in game, AI governors, tweaked them to add some gameplay elements, and put a tiny bit of UI around it to make it available to players. It was a weekend worth of work. Implementing any of the other 150 ideas would take much more effort. They took the easy road, which also serves to narrow the gap between the terrible AI and the good player, with the promise that the new system will still offer the player with the ability to specialize sometime in the future, perhaps 1.4, but I'm not holding my breath.
To be clear, I am ambivalent that the per planet wheel is going away, even as a player that made heavy use of the per planet wheel. I'm just not excited about what appears to be replacing it.
Can't imagine anything better than GalCiv2 system instead of planet wheel. Just select the focus for the planet, get bonus to it and debuffs to other aspects. Should help governors and AI too.
It would even make sense if you can only unlock this focus later with research. Cause unlocking planetary wheel makes zero sense. You already have this wheel for the empire!++
I have always said that the economy system is a dysfunctional mess. The per planet wheel was always at odds with planetary bonuses and buildings on the planets and made for very few actual choices,
In my opinion population should just be divided to each sector based on each hex that you build a building in. Some will simply waste population (raw production) but you can still specialize the planet if you really want to.
But you also need to remove the rather unbalanced and cray additive bonus system and each building would produce its own points based on its level and bonuses and people actually working there.
If you changed to this system you would get real choices and be able to actually exploit terrain and planetary bonuses and the distribution of raw production on the planet would make more sense.
My opinion...
Is that 100% confirmed? I want the global spending to go away as well- I think that is also an unfun level of micro, though that might be a minority opinion.
I've always felt the economy was the weak point of GalCiv, and it's still a mess to me (IMO) in 3.
Wonder if the new system will allow delaying upgrades?
Is that 100% confirmed? I want the global spending to go away as well- I think that is also an unfun level of micro, though that might be a minority opinion. I've always felt the economy was the weak point of GalCiv, and it's still a mess to me (IMO) in 3.
There are times when one wants to rush research, or rush wealth, or rush improvements, or rush ships, even at the expense of making the economy temporarily very inefficient. That is why we need a global wheel, or at least global production settings.
Okay, how about this. (I'll use arbitrary numbers for the sake of making it easier to follow.)
Each unit of population produces 1 manufacturing, 1 research, and 1 wealth. You can get more population by increasing the food limit/population growth/assembly project/etc just like you do now.
Each specialized building produces 1 unit of the relevant item (manufacturing/research/wealth/influence). However, these buildings, put together, can not produce more than the planetary population itself does. (So a planet with 10 population can't generate more than +10 manufacturing from factory buildings no matter how many you have or what quality they are.)
Now you can do two things:
Generalize the planet by building a few buildings of each type. The 10 population planet can produce 20 of everything this way.
Specialize the planet by focusing on population buildings and one (or maybe two) specific types. Assuming that different building types and support are balanced against each other, this might result in a planet with 15 population, producing 30 of one thing and 15 each of the other two.
Of course, more population brings other benefits (such as being harder to conquer and generating more influence), but that's balanced against the fact that you need more morale buildings to keep large populations happy (which is part of balancing buildings against one another - population buildings should probably be a bit less potent than specialized ones).
The empire-wide production wheel still works reasonably well in this case: sliding it around would alter the base output of the population in each area. This would result in the same gain across all planets (going from 1/1/1 to 3/0/0, for example) because the specialized buildings types aren't granting a multiplier anymore - in fact, the specialized buildings in that now-focused area wouldn't add anything at all unless a planet happened to have unused specialization capacity lying around (more factories/etc than the middle-of-the-wheel population could support). It would certainly impose a downside because the specialized buildings of OTHER types would lose their output as the population support disappeared though:
Consider the pop 10, 20/20/20 planet and pop 15, 30/15/15 planet above. The specialized planet is a manufacturing world. We set the wheel from dead-center to 100% of manufacturing.
The pop 10 planet now produces 40/0/0 (because the research and wealth buildings aren't getting any population input anymore, and the factories are still only able to add +10 to the 30 manufacturing produced by the 10 population).
The pop 15 planet now produces 60/0/0 manufacturing (45 from the 15 population, +15 for the factories).
The specialized planet is getting the same total output, albeit all focused on manufacturing, but the balanced planet is losing out on 20 production. It's a valid thing to do if you really need empire-wide production NOW, but it still hurts your efficiency.
Of course, an equivalent research or wealth focused planet would be losing efficiency (because its specialized buildings would be nonfunctional), but it would still get the 3 x population manufacturing output.
Again, these are arbitrary numbers being used to illustrate the idea; the actual population/specialized building/wheel effect/etc would need to be tested and balanced for the actual game.
I'd say that the discussion now is a bit of the result of a too early release of the main game. Things could have been worked out more clearly during Beta (which everyone would have understood). Now that things are in the game, and core mechanics should be reworked, of course people have become used to the current system, even if it might not be the best of all possibilities.
Planetary wheel
I honestly don't play with too many planets, and planet managment isn't a chore for me, its a fun part of the game. The chore and micromanagment for me is more ship managment. Frogboy, you say from your data that most people play Terran at or below normal difficulty. My question is: Do they play it with 200+ planets on gigantic maps? Because then it makes sense to try to tone down planetary micro. But if the average player base doesn't use the 200+ planets setup anyhow, it is not that important.
My suggestion: Leave the planetary wheel ingame, but make it optional. An option in the settings:"Use planetary wheel", or even "Use planetary wheel on this particular planet". If unchecked, go with governors etc. of what you may plan. If checked, players can use the wheel as before. This would be a solution that satisfies both sides. Personally, as a player, I want to have control over things. I want to be able to say:"I want to do this exact thing on this planet, right now!". Governors and senators could be a way to lock the player away from that control, and I have very bad memories of the bureacracy stuff of MoO3. If I as a player want to manage and micro things myself, I should be able to. If I don't want, activate a governor and let it play auto. I do so in Civ-like games and e.g. Rome 2, when I say: "Okay, I don't want ot micro this colony/region, just produce something approximately useful without me needing to pay attention."
The player should be the one to decide if he wants to micro the colony, and in both cases have reasonable choices for both microing and managing empires in large style, completely to his liking.
Custom colors
I think this is a major point that needs to be fixed. The color setting of ships and races is a half-finished thing right now. I want to customize my ships and races, and what prevents me as a player from the immersion is that the pregiven color schemes do not match my expectations to the least. Either release 200-500 new color schemes, make them easily moddable, or give us the color sliders from Gal Civ 2. This is half-finished, should be finished and will give players more control and immersion in the game.
See this excellent Klingon Bird of Prey by Omnibus:
https://steamcommunity.com/sharedfiles/filedetails/?id=479280090&searchtext=Bird+of+Prey
The detail and skill in ship design are marvellous. The colors however... look extremely ugly, which is something shipbuilders right now can influence only very barely. Give us the ability to really use custom colors on ships. This can be done by other guys than the folks working on AI.
Ships and combat
This is a strategy game. If I find a strategy that works, I will use it. Right now I can create one or two ships of a fleet as "tanks" by making them escorts and putting all defenses and 1 gun on them. Those are the guys who will be hit by the enemy. The rest of my fleet I can make "damage dealers" by making them guardians (which means they are low in the thread level for the AI escorts), put all guns no defenses on them and let them kill the enemy fleet. One can even think of "support" ships that heal the fleet after battle/jam sensors/provide additional speed (which I never used in my games). This sort of fleet is imba, and the AI cannot react to it.
I currently play on gifted. The AI has 5 times more ships than myself, I have 2-3 of these fleets (more would become expensive). The AI thinks it is far above me, I'm "ripe for conquest", but what actually happens is that this fleet setup can kill 2-3 enemy ships/fleets per turn while taking zero damage. It is not "fun" for me to just mob up tons of enemy ships this way, it is more a chore. The AI, meanwhile, continues to built the same ship it thinks is "best", without adapting to my strategy.
I would wish a rework of the ship-to-ship combat system at some point, see also the
https://forums.galciv3.com/470668/page/1/#3584362
The AI should perhaps make a "test battle" their best ships vs my best ships and evaluate their relative strength as an output of that. Right now it only seems to evaluate absolute miltary power (where it is superior), but completely fails to win any battle against me. If you bang your laser ships against my shield tanks, you may have a high military rating, but no hits that come through.The AI also doesn't adapt its strategy to change this. A human player would either see it is inferior and admit it or change its strategy.
Play-through logs
I'm thinking of writing a play-through log of one or some of my games in the near future, so SD can see how the game actually plays and looks for the individual player. Frogboy himself and some others posted such gameplay logs for GalCiv2 if I remember. I would urge other players to make a post of one or their games aswell. I think this will give useful feedback to Stardock ("OMG, what have you done to our game?"). Because I feel right now that e.g. Paul on the stream plays the game differently than myself, or perhaps other players.
Tech tree balancing
The introduced increase in costs of several key technologies, including hull sizes and weapons, IMO has made the game unbalanced. I can understand that there are "important" technologies like large scale hulls, and one should work a little more to get them. But right now it is far too much, and has to be toned down again. You will probably see what I mean when I post a gameplay example.
Miniaturization
I highly suggest to make Miniaturization a seperate line in the techtree again, as it was in GC2 OR allow multiple specializations to be researched if wished. The reason is that the player naturally HAS to research everything that gives miniaturization (see "offereing a choice that is no choice at all", Reply #66). The AI, on the other hand, does not. That means that player ships have much more "stuff" on them in the later part of the game and are naturally superior to AI ships. To remedy that, you have to give the AI insane boni OR you can make a seperate miniaturization techline and tell the AI godamn research it. This easy step will reduce the difference between AI and player ships. Also, in early game I see the AI using my designs from previous games. In middle game, it cannot anymore because it doesn't have the miniaturization to built my ships, so it has to stick to with the blueprints.
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