So the AI is getting a massive overhaul for v1.4. And I have to say, it's making a much bigger difference than we had originally expected.
To be honest, I was pretty skeptical that it was worthwhile to have engineering time spent on improving the way the AI manages its planets. Not to be a a lazy bum too much but I figured it a lot smarter to just let expert players play against the AI with bonuses. But as others have pointed out, the compounding nature of planetary improvements makes the bonuses we give too trivial.
Now, the AI is really quite good (better than most humans) at placing improvements in 1.4. It will never be as good as the best humans (traveling salesman AI problem) but it's close to an order of magnitutde better.
They're also working on improving the way the AI designs ships. Now this matters in a lot more ways than simply warfare. In GalCiv II, the AI took into account the ranges of various things to decide how much range techs it needed and how much life support it should have on ships. This is a non-trivial coding effort but needs to be done in order for the game to more challenging on larger map sizes.
Combined with the 1.31 AI update (the AI should be very noticeably better in 1.31 versus 1.3) I think that by the end of 1.4 the complains about GalCiv III's AI should be largely put to rest for most people. We shall see. The opt-in for it should be available in a few weeks.
Tetrasodium, I'm sure all that is true. I was beta-testing and offering feedback since beta 1 and I got to hear, week by week, all the cool things they planned to get done by release. And as that date approached, item after item got pushed to the post-release roadmap. Patch 1.5, assuming it addresses constructors and starbases, will finally be the completion of the biggest pre-release plans, minus invasions, which is now on the expansion roadmap. The point is, if they had pushed back the release by three to four months, maintaining their development team, it would have probably been a terrific product at release. As it was, the release product was ho-hum, and the Steam reviews accurately reflect that. Only now, five months later, is GC3 becoming a worthy successor to the franchise, IMHO. Others may disagree, including the devs themselves, but I know for fact I'm not alone in this opinion.
Also, Stardock has always said development for GC3 (and all its games) is fully funded and not reliant upon early access sales. I like Stardock's model. It sets the bar for the industry. I'll repeat I appreciate the hard work they put into their games, and hope they consider the challenges they faced these last five months (8 really) when planning their future releases.
It was good to see some of the progress on 1.4. For one, I'm glad that SD appear to have acknowledged that the rapid-fire patching every month was producing ineffectual, buggy patches and have given themselves more time for 1.4 - if it's coming out at the end of this month they have a whole extra 3 weeks for making the thing work right first time.
The heavy AI focus also appears to be paying off in a big way. Being able to remove lots of the hated AI bonuses simply by sorting out it's planet management was something that we predicted would happen, and will be popular with players. This is somewhere closer to the AI that SD's reputation leads us to expect, and should hopefully cut the number of 'game is too easy, AI is terribad' threads we see from even newer players. It's a worthy investment of resources and, more importantly, it allows more freedom for dealing with the outright imbalanced mechanics without completely crippling the difficulty levels. This is pretty much exactly as I outlined in my posts on the matter over the last three months, and so comes as no great surprise.
I'm still a little dubious about the removal of the wheel (though in truth, focuses are not removing the wheel but simply offering the player a few fixed points on it to use), and we can see from the live stream that while manufacturing scores are doing well, research and wealth production remain poor; we also see that split-production worlds aren't much use (for example, the planet with 2 research labs that has achieved a massive 2.3 research output, and would be better off just scrapping them for more factories). But ultimately this is rather moot; nerfing the wheel position from 100% whatever to ~50%ish has much the same effect as a worldwide nerf on productive building bonuses. Paul would do well to remember that some mods have already made this adjustment, and so the ability to adjust the focuses IS an important thing for keeping these mods valid; I for one will still be looking to keep focuses at 100% to remove wasted output and encourage specialization more, and already have the complete building set balanced to do so.
The general disconnect between the price balance of tech and the price balance of manufacturing is likely to prove problematic in 1.4, particularly if the scaling of tech costs by map size goes ahead. The exponential function on tech pricing may need to be nerfed or even removed, given the much-reduced technology outputs. Wealth is likely to remain underutilized as well; while the general reduction of productive focus should lead to the player actually needing more than 1 wealth world to pay for 50+ other planets, we clearly see that Paul has no wealth planets at all (and no morale buildings, and very few farms). The permanent split on production likely means that planets can pay for themselves more or less always, which may make the outright cash-making planet redundant. This is an aspect I suspect will see further work in 1.5, as the AI's improved placements should make it more competitive in this regard.
Diplo appears to have taken a bit of a back seat to the AI for this. While this is a net positive move, as the AI was a much greater problem, diplomacy remains basic and ultimately a bit broken; we even see Paul using the classic sell-AI-open-borders move when the AI should really see the value of this treaty as neutral or even negative. I'm wondering if the major reworks in this area have been pushed back to 1.5, or if we will now have to wait even longer for them; this is unavoidable (there's only so much engineering time in a month), but I do hope that it hasn't fallen too far down the priority list to be pushed back as far as next year. Most other systems are functional but imbalanced; diplomacy was a pretty late addition to the beta and continues to feel very easy to abuse and, in some cases, seems semi-functional.
In sum, some very positive moves, but the improvements are likely to expose several underlying balance issues that have, up until now, been hidden by even bigger balance problems. 1.4 should be the best patch yet for making the game actually fun to play, but while the balance will be different it wouldn't be much better.
I pretty mush agree with you Eviator and said as much prior to release and after. The game play itself (unfinished or not), and i trust to most of us who had been around since alpha/beta, really did not mater. We were having fun, knew the game would continue to get better and better. My concern was that that SD would take a lot of heat form people who would expect a more polished and complete game when the paid for a gold product,and rightfully so. As you pointed out this is reflected it the Steam reviews and many many flaming posts bot here and on steam. I also think If they had pushed back the release by three to four months, maintaining their development team, it would have probably been a great product at release. It still felt like a beta product to me.
I do not say that as to be critical of SD, just what i thought then and now. All that said, we do not know (certainly i don't) the internal logic (marketing and otherwise), cost, staffing, ect, things that went into SD's decisions to release when they did. They are smart people and must have weighed all the pros and cons of releasing when they did. They are arguable the best game developer Co. out there today in terms of product, support and customer interaction (with fans and foes alike).
Do i still wish they had waited on release? Do i think its a good product today?, Am i still having fun? Will i still be having fun tomorrow with GC3? Yes to all
Cheers
I do not dispute anything you said, but I'll offer alternative thinking points. The planets with 2 labs generating 2.3 research, we do not know what the global wheel was set to. Perhaps the AI was focusing the global wheel on manufacturing and putting research aside at that time. And perhaps if he focused on research that planet would have far more research than manufacturing. The point is, I don't think we saw any actual research booming in the dev stream, so we cannot judge the ability to so do on what we saw.
Second, the removal of the planet production wheel was in part to reduce micromanagement. As you strive for 100% whatever, probably though mods, you are self inflicting more micromanagement. I hope people recognize if they do this the self-inflicted micro is not the responsibility of Stardock to resolve. Nor AI balance.
He did have one wealth planet. The global slider looked to be set to 100% Manu at the time. There definitely was a lack of approval buildings and farms. Hopefully they address that. That being said, I didn't see any planets with poor morale, possibly due to the low pop, so maybe the AI didn't think the were needed.
Switching between the wheel and the focuses does nothing to reduce micro. You're still faced with the need to re-focus planets when you want them to upgrade buildings. Just about the only serious micro reduction visible was the addition of the military production project. Likewise, changing the focus to 100% doesn't increase micro if other measures are taken to reduce it (like a fixed social production output).
All the switch to focuses really does is makes planets much less efficient. That's a good thing, given that planets needed to be less efficient and the alternative was individual nerfs to every building. But let's not be under any illusions that reducing micro was a major motive, because it's ludicrously easy to debunk that claim, and SD themselves mostly pointed to overproduction and ephemeral 'feel of the game' reasons for doing it over reducing micro after the first couple of days.
Well that's the thing - diplo was intended to be a big focus for 1.4, but appears largely to have been left to one side; Paul was very quiet about it on the stream for the most part, which suggests not much change in that area yet. While I agree that constructor micro (and, in fact, most micro) needs addressing, diplo in general feels like a placeholder rather than a complete module and some portions of its code appear to do nothing at all. I rather suspect that the complete design has not been fully implemented yet. Still several weeks to go so they might squeeze it into 1.4.
As for starbase management... that's largely just a symptom of the wider micromanagement issues, which as I say aren't particularly effected by the focus system (outside of self-inflicted constant repositioning, which is still largely possible with focuses anyway). I'd be disappointed by a 1.5 so focused on SB management that it didn't address the wider MM issues; the game direly needs better macro control tools, with more list-view controls (such as list-view colony ship dispatch etc). A lot could be learned from the Space Empires UI; not in practice (where it was clunky), but in the list views that it offered.
You are where I was 5 minutes ago before reading your post: you are under the misconception that everyone plays like you. Whereas you set your manufacturing to 100% whenever you do upgrades, even with access to the planet wheel I prefer to keep my research/wealth colonies around 20% manufacturing full-time so the upgrades happen slowly and I do not lose wealth/research production during the upgrades. I don't know which style is more prevelant, but I can say the game design does not favor your play style from a micro perspective. You may not be the target audience for their micro reduction solutions. My style, however, does have decreased micro in the new system.
I've watched all the dev streams and I do not recall them ever talking about significant revamping of diplomacy. They have however talked about big plans for star base and constructor management, which they hoped to deliver in 1.4 but pushed off to 1.5 as of a few streams ago.
I don't play that way, as it happens. I just change the colony hub's production bonus to social manufacturing in the xml and then just leave my colony set to 100% on whatever it's supposed to be doing forever after. Even when playing un-modded vanilla, I tend to do much the same as you - I just leave 10-20% of a wealth or research world in manu and never revisit them. I'm not assuming everyone plays like me, since if everyone did it'd make no difference at all; quite the opposite, I'm assuming many players don't play like me.
However, for those who DID micro like that, the focus system makes no difference as they still need to go visit a bunch of worlds after every upgrade; if anything it makes for more micro as they attempt to find just the right world to minimize the lost production rather than being able to subdivide the production of individual worlds most effectively. For those who didn't, it makes no real difference at all, since you're basically still going to ignore the planet for all-but-one-or-two-turns anyway.
Ultimately, the change makes no positive impact on micro. None. It has other benefits - like bringing production down into line with other effects, and soothing Brad's horror at the idea of being able to tell the population what to do - but the reduction in MM is a complete myth, and should be treated as such.
As to the significant revamp of diplo, that was discussed on the forums pre-1.3 as the big plan for 1.4 a couple of months back.
I don't agree. I play by setting my research/wealth worlds to 100% (usually) and this new system actually will make a big difference in how I play. The difference is in the reason for micromanagement: I set sliders to 100% in order to make the most of my specialized worlds, then change the sliders so that I can upgrade my buildings. With this new system, I can maximize my planet (to it's full v1.4-level potential) but still be able to build buildings without hassling with micromanagement. Sure, it would upgrade faster if I switched, but I don't necessarily want fast upgrades, but the reason for my micro was the fact that I couldn't build buildings and max my planets at the same time.
You could've set your slider to 50/25/25 any time you liked. The only difference now is that you have to. You've gained nothing from this; all that's changed is that you no longer have the choices you had before, and so rather than making a choice you're now doing nothing. Any improvement this supposedly offers you, the player, is completely illusory; micromanagement is alive and well in 1.4 and it's just that you personally aren't choosing to engage in it anymore, because it's now even more obtuse within the UI than it was before. For those who will micro anyway, that means that this change is anything but a quality of life improvement. It's deliberately making their life hell to make playing the game the way they want to less enjoyable. It is weakening the player's ability to interact with the game in order to correct a balance problem, rather than addressing the actual source of the issue. One of the guys in the chat at the dev stream was already trying to figure out how to keep microing lie crazy even as Paul was outlining the changes.
Again, the net effect of this is largely the same as bringing building bonuses down - nerfing the output of buildings by 33% or so is no different to reducing the ability to direct the slider by a similar amount. And that's a good thing, reducing the distance between 'dedicated' planets and 'normal' ones is desperately needed. It's a two-birds-with-one-stone solution, achieved by removing one thing rather than by adjusting a dozen other things. But objectively, it's not a reduction in micro at all, and it's just plain false to suggest otherwise. It's just making discrete control more difficult, which is arguably exactly the opposite of what a UI change should aim to do. It directly removes control from the player to weaken him, rather than leaving him with absolute autonomy and bringing his options into balance. The inverse could have been achieved, with no loss of player control and no waste production.
Reducing micromanagement is about allowing the player to achieve the same thing with less activity. This change does not do that. Instead, it lets the player do less with the same activity.
Agree, but in reality this change is more about balance (i.e. removing 100% specialized exploit) than it is about micro reduction. It achieves the first and i think it will do some of the second after you learn how to deal the first
But then my planets wouldn't have been filling their full potential when they weren't building anything. That's the whole point of this.
The only difference now is that you have to. You've gained nothing from this; all that's changed is that you no longer have the choices you had before, and so rather than making a choice you're now doing nothing.
Thus, micromanagement is elimated. I can longer choose to push a planet's production to 100%, therefore I do not have to move the slider every time I just want to build a building. Currently, I set sliders to max, then when I need to upgrade, I'll bump manufacturing - but still focus on my primary resource. (ie, research) Then, when there's nothing to build, I set the slider back to 100.
Any improvement this supposedly offers you, the player, is completely illusory; micromanagement is alive and well in 1.4 and it's just that you personally aren't choosing to engage in it anymore, because it's now even more obtuse within the UI than it was before. For those who will micro anyway, that means that this change is anything but a quality of life improvement.
It's not an illusion at all - in addition to the balancing effects, I no longer CAN set my sliders to 100, therefore I no longer HAVE TO mess with sliders in order to upgrade my planet. Yes I could set my sliders to 50/25/25, but in the current game, why would I want to? The only reason I would want to would be to eliminate micromanagement, but many of us can't stand having the option to max a world in one area and not take advantage of that - even if it inconveniences us.
It's deliberately making their life hell to make playing the game the way they want to less enjoyable. It is weakening the player's ability to interact with the game in order to correct a balance problem, rather than addressing the actual source of the issue. One of the guys in the chat at the dev stream was already trying to figure out how to keep microing lie crazy even as Paul was outlining the changes.
But it's not just correcting a balance issue - it's correcting a "too much stuff to do" issue. It's cool to have unlimited ways to manage a world, it's much less cool when those options force you to constantly adjust in order to take advantage of the power that provides. By reducing the power - and limiting the scope - of choices we can make, much micromanagement is eliminated, and players can focus their attention on playing the game, rather than playing the menus.
Again, the net effect of this is largely the same as bringing building bonuses down - nerfing the output of buildings by 33% or so is no different to reducing the ability to direct the slider by a similar amount. And that's a good thing, reducing the distance between 'dedicated' planets and 'normal' ones is desperately needed. It's a two-birds-with-one-stone solution, achieved by removing one thing rather than by adjusting a dozen other things.
It is a simple, and hopefully very effective solution. I'm sure some tweaking will be needed to balance things, of course.
But objectively, it's not a reduction in micro at all, and it's just plain false to suggest otherwise. It's just making discrete control more difficult, which is arguably exactly the opposite of what a UI change should aim to do. It directly removes control from the player to weaken him, rather than leaving him with absolute autonomy and bringing his options into balance. The inverse could have been achieved, with no loss of player control and no waste production.
It IS objectively a reduction in micro, for many players. No matter how emphatically you might say "it's not," I can already see the benefits of this for my play style. For me, and many others I'm sure, "direct control" usually involves little more than "ugh, I need to move my sliders off 100% again."
I don't really see this as a "UI change." Primarily, it is a change to balance and mechanics, and as a result, a change in the UI is necessary.
Not necessarily. Limiting a player's options is certainly is a viable method of reducing micro. There is a such thing as too many options, and the planetary economic wheel could be seen as a good example of that. The solution currently in place for patch 1.4 is a way to simplify the game in an area where players are being overwhelmed by its complexity.
It's entirely a balance change. It does not objectively reduce micromanagement. This sentence is the telling one:
An objective change cannot be qualified by 'for many players'. It either objectively is or isn't. If it's only a change for some people, then it's a subjective change. And in this case, you're mistaking your subjective willingness to just not bother going and changing every world's focus where previously you did so for the slider for an objective change in the ability and amount of micro required.
Consider the following playstyles.
First, we have a player who just set worlds to 10% manu, 90% whatever. His micro is completely unaffected by this change, since he'd already adopted a coping strategy to reduce it.
Second, we have the player who, for every upgrade, switched his research or econ worlds to manu to build as quickly as possible, and then switched them back when everything was built. His micro is also not reduced, since he's still going to go to every planet and change his focuses, and then go and flip them back later if he wants to build as quickly as before.
Finally, we have you. You previously chose to change the slider every time an upgrade popped up, but now will ignore them rather than going and improving the manufacturing output. That's no an objective change in the potential for micro, though. That's you subjectively electing to play differently. You could've subjectively shifted to the 10/90 strategy at any point you liked, or to 50/25/25. And yes, as you say, the only reason you'd have picked to go 50/25/25 is to reduce micro. You could have subjectively chosen to do so at any point, in order to reduce micromanagement. If you had, it would have made exactly the same difference to the objective amount of micro as this UI change does - none at all.
It's a balance change. Assessed as such, it's quite a good one in it's net effect. But let's not muddy the waters by claiming it's reducing micro, because it doesn't. The micromanager will still be flipping just as many planets - in fact, probably more, since he will now have to work much harder to minimize overproduction empire-wide. The guys who already had micro coping strategies will just have weaker planets and the same amount of micro. The only way this reduces micro is if you suddenly elect to not micro it, because it will be much more of a ball-ache to do so. This is exactly not how a micro-reduction effect should work, and unsurprisingly means that there's no actual impact on MM.
Literally the only part of this that reduces MM is that you set focuses on the main planet screen, rather than in the govern tab. That does halve the number of clicks required to do it. But no, the mechanical alteration does not impact the opportunities for micromanagement and does nothing to alleviate it for those who choose to continue to do it.
That's ridiculous, even you must have felt weird writing it. If it reduces micro for most players, some players, or even few players using a particular play style, then it is in part a micromanagement change, especially if the devs intend it to be so. It will reduce play options, thus changing my play style to include fewer micro actions. Objectively speaking, my micromanagement will be reduced. It's in part a micro-reducing patch for me.
Not really, he just listened to what Paul and Brad had to say on the topic and the wheel removal was 100% balance, Govs were sold as an appeasement and micro reduction, which actually IMO are just part of lowering the wheel nerf.
No, he clearly wasn't listening, nor you, at least not with both ears. The initial impetus, for those of us who watch every dev stream, was figuring what to do about the micro complaints regarding the wheel. The change knocked out two birds with one stone. Naselus took the conclusion and inferred the inference, a logical fallacy.
This is all moot. The change balances the game. It also reduces the micro potential for most of us. So it does both. What is the reason for trying to convince others it only does one thing? I think I know the answer. Naselus is upset that he will not be able to do 100% specialization in vanilla because the devs decided to choose an implementation that changes how he wants to play the game. Too bad so sad. So by trying to convince everyone it is not an improvement to the micro, he is trying to garner support from people to throw a fit with him so he can feel justified. That is my guess as to what he is doing, and I will not oblige. Naselus has had some great posts and ideas on these forums, but I can't join him on this crusade.
The new changes are going to make the game more fun for me, and I was one of the min-maxers changing planet wheels on every turn.
I guess I'll say my thoughts on the 1.4 changes in Fridays Stream...
I'm glad the planetary management wheel has gone it will reduce micromanagement (fiddling with a wheel takes much more time than clicking a focus switch) but Stardock could do a heck of a lot more to reduce unnecessary micromanagement and time saving if this is the economy system they decide to use. If Stardock are going to use a focus system we should be able to switch focus without having to enter each and every planet screen (Huge loss of time). Add focus switches to planet lists on the main screen and the planet list in the global tab at the very least!
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EDIT: Think I originally mistook the implications of the economy changes, Eviator put me right (I removed some of my original post) it seems similar to the GC2 model in some ways. Not perfect but could be okay (better than the previous system in many though not all ways) If I understand how it "can work" correctly. A Global focus switch should also be added. i.e. click on to switch focus of all planets.
(I liked the military focus project, good idea that. It could work well in most economy models)
I know the AI (like everything else) is a work in progress still, if I remember correctly the stream ended over 400 turns into a soak test without any one of the AI's seemingly anywhere near winning the game certainly not via Conquest. If the AI can't win on maps of that size by turn 400 then it simply isn't competent. On Godlike I probably would be able to win between 2-3 possibly even 4 times by that amount of turns elapsing. I doubt most people currently playing Gal Civ 3 know that the AI is literally incapable of winning on most map sizes currently.
Very disheartened that Stardock are progressing down the same path with their broken diplomacy system. I don't find mercilessly exploiting the AI via resource, tech and ship trades to be engaging in any way. I think Stardock's diplomacy is the worst I've played of any 4X game. It's become even more unwieldy micromanagement intensive mess than previous games, it isn't balanced at all, though how it ever could be I don't know. I just don't get the philosophy behind it. Do people really want this type of diplomacy???
Please Stardock check out Beyond Earth Rising Tides new diplomacy it looks great it's the opposite of yours no time consuming/broken resource/tech/ship trades just really cool agreement treaties and tons of faction personality.
I hope the next weeks of work on 1.4 and 1.5 see positive changes that most of the community can eventually agree were the right ones.
have you tried playing now without using the plantary wheels and just the primary? I have done it a bunch just to see. It SLOWs the game down a bunch but is playable and does greatly reduice micro. Now hoe the new govs (current ones suck) and focus buttons will play.. well we will see
Macsen, the new system is now much like GC2 in that there are global settings and planet focuses. So are you saying even that system is too much micro? I agree they should work on a way to mess with focuses on a planet list, like the colonies tab, like they did in GC2.
I'm also not sure I follow on the AI comment. Equally skilled opponents should have longer matches. Certainly there is more room for improvement, but you are comparing apples (you, a highly skilled player who knows all the legitimate exploits, versus the AI) and oranges (AI versus other AI with equivalent skill and strategies).
Hmmm, because I'm so unused to using the global wheel I think I forgot you could use that as the 100% focus like in GC2. I was writing under the assumption you'd be splitting the global wheel production e.g. 33/33/33 - 50/50 - 40/40/20 and using focuses.
So on second thoughts if I'm understanding things right which I might not be, it could be alright... maybe Certainly not a perfect system there would be a lot of waste you'd have to rotate research/buildings/money production at a 100% global focus perhaps depending on what you needed at the time with the odd focus adjustment to recoup waste on specialized planets. Looks like I haven't understood the implications of the changes correctly, think I'll edit my first post a bit
One soak test certainly isn't fair test but we should be seeing conquest victories especially if the maps planet distribution favors one faction and they gets a lot more planets, or an AI starts next to a smaller faction they can "grow" off. Not all AI's are equal some have more aggressive tendencies better tech trees etc. There should never be 999 turn stalemates which I wouldn't be surprised is still the case as it stands. Some victory condition should be reached in all games no matter how balanced the conditions.
Um, not really? Since it doesn't reduce micro, and is a balance change? Once again, a reduction in micromanagement is something which allows the player the same amount of control with less clicks. For example, being able to set the focuses from the planet list view is a reduction in MM (which there's no sign of in this update). Being able to flag planets for automatic colonization, that'd reduce MM. Being able to tell ships to bulk-disband using the same interface that allows you to tell them to bulk-upgrade, that'd reduce MM. None of these are in 1.4.
If they made Starbases suck so much that no-one used them, is THAT a micro reduction? By your logic, yes, because some people aren't engaging in SB micro anymore, and therefore the total amount of micro being performed in the world has been reduced. But by actual sane logic used by sane people, it's a balance change that happens to result in a some people doing stuff less. That's not reducing micro; not really. Min-maxers are still going to be microing like crazy with focuses, because they're exactly the same thing as the wheel. It just has 4 set points to pick from rather than hundreds. I still get to visit every world in turn to change production. Merely because the power of micromanagement has been nerfed does not mean that there is less micromanagement to be done. It just means fewer people will bother.
This cuts both ways. Even though no-one in their right mind actually used them, governors in 1.3 were an MM reduction. No-one was doing less micro, because they sucked, but the option was there if you chose to take it. There is way, way, way, WAY more MM reduction from the new military boost project - this allows planets to upgrade themselves at a sensible rate and then automatically flip to military spending when they're done. That's automatically doing something we previously had to do manually. That's good. That is basically the definition of reducing micro. Notice how it is in no way related to swapping the wheel for focuses.
This is all moot. The change balances the game. It also reduces the micro potential for most of us. So it does both. What is the reason for trying to convince others it only does one thing? I think I know the answer. Naselus is upset that he will not be able to do 100% specialization in vanilla because the devs decided to choose an implementation that changes how he wants to play the game. Too bad so sad. So by trying to convince everyone it is not an improvement to the micro, he is trying to garner support from people to throw a fit with him so he can feel justified. That is my guess as to what he is doing, and I will not oblige. Naselus has had some great posts and ideas on these forums, but I can't join him on this crusade.The new changes are going to make the game more fun for me, and I was one of the min-maxers changing planet wheels on every turn.
Saying 'it's an objective reduction in micromanagement because fewer people will do it' could be construed as a bandwagon fallacy. Using the change it will make to your own play style to justify the statement is an anecdotal fallacy. However, stating that something which doesn't objectively reduce the amount of micro in the game doesn't reduce micro is not a fallacy.
Anyway, I was listening with both ears, thank you. Since I was also reading with both eyes as well, however, I noted how the idea it was a micro reduction was dropped fairly quickly, since anyone who actually thought it through would come to the conclusions above. Brad fairly rapidly stopped referring to it as such and started talking about 'the spirit of the game' and balance (very wisely, since it actually does well on these counts). It is a balance change. And, as I already said in the post above, it's actually a rather good one (because by far the best way to rally up a forum rage about a change is to repeatedly praise how good this is for the balance of the game, as I did in EVERY SINGLE ONE of my posts above. Clearly, I was seething with inner rage).
Viewed as a balance change, it's ideal - it makes the economy balance properly, which is long overdue. It fulfills pretty much everything I outlined in my first post on the 1.4 preliminary discussion last month, in terms of reducing output to sensible levels. You could achieve more or less the same thing just by nerfing population output to 0.3 per pop, which would be a damn sight quicker and wouldn't require engineering time, or by reducing the output bonuses on buildings (which is how I went about it) which also avoids using proper engineers but take a lot longer. But hey, whatever works. But really, since I almost always play modded, and since I only use 3 different wheel settings anyway, it makes no difference to me at all. None. Not a sausage. I'll be using the same number of wheel positions; I'll visit planets just as often; I'll still be placing all the buildings. I'm just going to mod the focuses to give 100% of whatever (which you may have noticed was one of my questions asked at the dev stream, but you maybe you weren't using both ears that time), and then it all works exactly the same as it does presently from my point of view. I have nothing to be upset about. The main thing I was worried they would do for 1.4 (remove the wheel and FORCE governor use on us) is not occurring. I'm quite happy to have focuses.
So no, I'm not attempting to rile up some mighty horde of outraged micro-ers. I'm just pointing out that this is, in no way, an objective reduction in micromanagement. As I said before, it might be a subjective reduction - some players might micro less because of it - but so is the above example of nerfing SBs into the floor so no-one uses them. Objectively, there's just as much micro, it's just many players aren't bothering to do it anymore.
If you tried following my argument, rather than attempting to second-guess my motives for making it, then you might see my point. And my point is, this a good change from a balance point of view, and an extremely poor change from an MM reduction point of view, so don't look at it from an MM point of view. I'd kind of hoped that was obvious from the multiple posts I made above that basically say exactly that.
Your point is made. It's a pointless point that appears to be aimed at mind control. Why do you care if I think this is a micromanagement patch? I will not oblige. No, it does not allow you the same control with less clicks, and so by your definition it is not a micro patch.
By my definition, it is. My goal isn't to maintain a high level of control. My goal is to maximize the output of individual planets and my civilization as a whole within the rules of the game. Patch 1.4 allows me to do that with fewer clicks. Micromanagement reduction achieved, thank you Stardock.
If they got rid of all wheels and sliders and focuses, by my definition it would STILL be a micro reduction patch. And it would be a balance patch too.
What the hell are you two paint sniffers on about? Its like a petty high school hallway in here...
Oh man, don't stop 'em, I was laughing at the back and fourth
'Points that appear to be aimed at mind control' is also known as 'reasoned discussion' unless you're attempting to imply that I'm a super villain.
And it's not pointless. It's quite pointed, in fact. In the game will still be more or less as micromanage-y as ever before - and not for some group of people, but in the very way we interact with our planets; always individually. Even if you don't micromanage much, when you do seek to change multiple planets you don't have much choice in the UI outside of micromanaging each in turn. You may be doing a lot less of it... but when you change something, you're doing it by tracking down the individual planet, going into it and manually resetting the focus. This feeds back in to your earlier point about SB management being a pain, because it's for more or less the same reasons - it's lots of clicking about to issue basic orders, one target at a time. While this change reduces the motivation for making changes, if you actually want to change something the process is just as bad as before. Well, slightly less, since you don't need to go into the second planet screen.
The few macro controls remain primitive at best. Many of those that exist are either ineffective, or should offer much more information than they do - so, for example, the mass-ship upgrade UI doesn't tell you either how much money you have, or how much the upgrade will cost. The colony list offers information, but no real control, and you can't bulk-order them in the commands menu aside from shipyard sponsorship. Preventing the largest maps from getting bogged down requires genuine, objective micromanagement reduction, and as they stand focuses aren't offering that. They're just reducing your incentive to issue lots of orders, rather than allowing you to issue lots of orders quickly and easily. Micro reduction remains very much on the table.
Adding the focuses to the planet list UI would be a genuine MM reduction that synergizes well the general move away from the wheel. Planet or SB grouping would be better still, though probably a lot more work. Being able to issue orders to multiple targets at once (being able to select 5 SBs and ordering them to summon constructors with 1 click, or select 20 planets and tell them all to adopt a research focus at once) would be a good system which would address both SB spam and more general micro problems.
I'm here for the social interaction...and the wedgies.
naselus I think we found common ground. I agree with everything you said in your last post.
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