I'm just a lurker here, but do have some considered feedback to share. This will seem quite negative and critical so I have to be clear that this is not a review - it's an open feedback post intended to be constructive criticism. I have 535 hours clocked on Galactic Civ III and so I obviously really enjoy this game. The many reviews available capture The Good aspects of Crusade quite well, and my steam votes for this are all "Recommended" as if you like 4x games, there is a lot of fun to be had with Gal Civ III. However, there are many things that fall short of the game's real potential and hence why I am taking the time to share my thoughts. With that disclaimer in mind, here goes:
I'll finish by reiterating my intro that I really like Gal Civ III and Crusade and have spent over 500 hours playing for that reason. It is the unrealised potential of this great game that inspires me to take the time to write this feedback in the hopes that some elements of it may be helpful, and in the long run then improve my own experience of the game too.
Thanks.
AU
AU, if this is how you talk about something you like....I'd hate to see a post about a game you hated.
Trading - do you think there should be more like a market value for (whatever) resource that your AI race tells you before you click how many you're prepared to sell? (ie on the Trade Screen, beside each resource you have is something that says "Antimatter 10-12bc", so you know you'll get a minimum 10bc per antimatter but could get 12bc with a bit of, uh, "convincing."?
Events - colonizing and idealogy, yes there should be more variety but I don't think it's a biggie.
Citizens - Names/sex don't bother me. Actually, I'd be happy if the citizen was nameless/sexless as their sex means nothing. I mean, your female citizens can't cook, so don't help your civilization food levels and your male citizens can't mansplain so your civilization knowledge levels don't rise. At the moment I'm thinking of renaming my citizens by what their speciality is ie "Entrepreneur 1" etc so I don't have to look at the little icon to see what the dang their job is.
Haven't myself done invasions yet...
A lot of good points and well written, hope Sd reads it. Very happy with the direction of the game but you have to wonder where SD QA is.
Pirates,Minor Civs - agree
Trading, Invasions- still needs work but a big improvement
Holy carp!
You win the TL;DR award for the month and, by the way, with a post like that you don't get to call yourself a "lurker".
Welcome! Errr, I'll have to read your post when I have some time...
I have similar opinions about many things you said.
The quantity I would measure it by is effectiveHP/mass and in that regard it beats all the tier 1 and 2 defense components even in its current state. With 20 HP it beat all the defenses outright in that department. And that is considering before the fact, that hp works against all kinds of attacks, whereas defenses do not.
The thing that balances against this, is that it costs thulium and durantium (as of recently). Making thulium reinforcement too strong means basicly undermining the counter system they tried to set up.
It should have been stronger than it was pre crusade, because there it cost one thulium income and you were locking yourself out of a data archive or jamming fleet booster, but in crusade thulium is not that big a deal anymore.
MrBlondini, I wouldn't care, post or give any time to a game I hated! There are many solutions for the trading problem, it doesn't matter to me which, as long as it isn't tedious.
zuPloed, you make a reasonable point, although there are a variety of conditions where the practical value of defence components increase. However, as the serious detail of how combat works is not automatically self-evident or even discernible to the average player, you have to consider that hit points as a combat element on the other hand is immediately accessible to all. If you have a 100(+) hit point ship and it costs you 10 mass and two resources to add 5 hit points that is not going to appear worth getting against a defence component like Point Defence that costs 10 mass and adds 4 to your missile defence value that, significantly in terms of psychology, starts at a value of ZERO when you have say 150 mass total available. This is excluding considering that while Thulium may be less of a deal in Crusade, Durantium however is more of a deal. Combining these two facts that are both self-evident for the average player is why I suggest 95% won't ever use the 5hp component and would not have exploited the 20hp.
(Incidentally, I just can't write 'defense' as the Australian spelling is 'defence' and spelling it wrong makes my eyes tick)
Many good points. I agree overall it's a great game but just needs some extra dev time and polish in a few areas. They should work on what they have and bring it up to gold standard.
I dunno, there is really only one thing I can see, which might be considered an advantage of defenses, which I didn't mention: They instantly regenerate for free after each battle.
But the point where this is really applied to the max is a point, where you are winning anyways. I think (I'm not entirely certain), that this an instance of a mechanic that makes you win harder, when you are allready winning, instead of one which makes you win in the first place.
durantium is more of a deal, I agree, I only found out they added the cost recently, when I was double checking the numbers for the last post. I can surrender this point, it hadn't gotten through to the point, where I realize I want to use durantium to upgrade my mining starbases.
The thullium hull reinforcement (THR) is a strange animal to begin with. Always has been.
You could approach it like this: It can be interpreted as the defense counterpart to the space missile, which is an early defense option, which requires no reasearch.It is wierd in this regard for its ressource cost.
You could approach it as the superior defense component like prototype weapons. But for that it feels kind of weak.
Add to this, it is an component, which is much more useful on small, tiny and medium hulls, because it kind of converts mass into hitpoints. Large and huge ships have good ratios (1:1) in that regard allready, the smaller ships don't (tiny hull 5:1).
I think the simple truth behind the THR is that someone at SD said, hey, we have a stat which can't be modified yet, we could make a component for this and they simply never had a stringent purpose in mind for it. Plus it did not hurt anything as long as it was underpowered (and unessential).
Lacking QA - I agree.
Pirates - where not a real threat in pre-Crusade, so that I modded them to be stronger But I agree, not much to be seen from them in Crusade.
Minor Civs - I agree.
Too few events - I agree. But I would also like to see stateful events so that you could set up a variable event chain to be able to tell stories.
Too few idelogy options - I agree, also too linear.
Too few mercenaries - I strongly agree.
Too few citizen names - I agree, but not that serious for me personally.
Everything visible from turn 1 - Principally I agree that there should be more exploration and development possibilities. Whether that should be achieved by a ressource system like Civ 5/6 is debatable though, but is a viable possibility.
Trading - I agree partially. Trading resources seems to be pointless from the second or so unit on since the value decreases dramatically with every unit you add. I often end up trading one unit of every special resource plus one unit of normal resources the AI doesn't have what is a lot to click every time ...
Invasions - I agree, the system falls very short of what was promised. I somewhere made some suggestions before Crusade how an invasion system could work, but can find it right now and have no time to make new suggestions just now
Turn time - I also see a decrease from a certain point on, but I tend to play very slowly and don't mind reading while waiting for a turn to finish, but that's just me
Difficulty - On that I cannot comment that well since I only play very slow games on gifted and didn't end a single Crusade game yet.
Tall vs. wide - I have the impression that colony rush is still a widely adopted behaviour by the AIs, but I also found some which didn't spread so far. Whether that is because they have another tactic or only because they didn't find suitable planets I cannot say.
Brad factor - I like Brad's intervention and trust that he has a good relationship with his employees Although some of his decisions seem a little bit rushed
Little whines - I have those and some more ...
Map selection - Since I don't see the map layout because of FOW I don't know at the start whether everything is good or not, but that is just as well since that's one more challenge
agree on some points
I agree with many of your points.
Specifically, the colonizer trait does work. I am not certain how it works since I am building colony ships and builders simultaneously and I have a hard time keeping up with the numbers. I can vouch for the fact that as long as I am colonizing, I never have to add an admin citizen. The trait says each colony gives yo 5 admin points. If that means 5 administrators, I can't confirm that. Best I can figure is the colonizer admin is canceled when you colonize and you are not charged for colonized planets. The numbers given do not add up correctly, but that seems about right.
Can't say on the pirates. I don't care for GCIII pirates so I leave them out.
So far I have not played over 200 turns, but no turn time problems recently.
Mercs are mostly worthless in the early game and totally worthless later (JMO)
Anomalies need some work. They are too slow to spawn and too few and/or too worthless to justify the multiple surveyors that are now available. What happened to lost ships and the unfortunate genius (although the tech bonuses are kind of okay).
EDIT: I wish they would show the splash screen on auto survey. I really miss it. If it can be modded back somebody help me out
Minor civs are pointless in Crusade. I now leave them out.
Brad is a great guy and I love the way he is part of the community but I wish he would be less reactionary with buffs and nerfs. TBH, he has often said he wants to design the game for the average player but it seems to me that he winds up favoring the gifted and above players.
The tool tips are great, but frankly they are frequently annoying and get in the way. (This is just a petty bitch on my part since I see no fix for the problem.)
Tall vs. Wide, Brad says watch the ai that has expansion low on priority. I keep meaning to test that.
Trade routes are boring and have been always in GCIII.
Sorry, but I just can't see great improvement in trading stuff with the ai. I am not complaining but it seems to be status quo with me.
In spite of any of this, GC is and has been my favorite game and most of my complaints can be modded away eventually
Hey, Thank you for writing this huge post up. I'm going to add some comments in the below quoted area. Anything in Green is added by me.
All of this. I would rather they slow down the process or as a founder lengthen out the betas before tossing out releases. the little things seem to be passed over, and it is the little things that make or break a game.
I wish pirates were... Pirate like. Like they raid worlds with legions and destroy improvements... or steal trade from trade routes... etc. Just attacking ships is meh... and they do not even do that anymore.
This... all of this. Everything should have more of. They need bigger lists of events, more variation of events. The founders got to name planets... so there is a huge list of planets that I very rarely see. perhaps they should do a contest to have us write Ideological events or exploration events... The repetitiveness and loss of the exploration stage really does lower the game down to a game of numbers. If you have more of x than everyone else, you will win. Go get all the X The game does a much better job of making that X be less obvious in the path to get... but it is still "go get X and you win" Maybe Thilium, and some of the other things need to be hidden until you research them... maybe some additional resources need to show up. etc...
It would be nice if the AI would give us hints as to what they WANT...
AI needs to build more legions... events need to give people garrisons etc.. it is a major improvement, but it could still be better.
I've not experienced this...
This... Benevolent Races should not be so warmongery... The AI's pension for war is beyond annoying..
The AI in general needs a lot more adjustment. Yes this is a more genuine and thinky AI than say Civ... Civ uses a tightly scripted AI that does not adapt... but each country and leader plays differently. Gal Civ really feels that each race plays EXACTLY THE SAME... regardless of what their race is supposedly supposed to be good/bad at. I enjoy the AI in GalCiv... But the different races should FEEL different in more than just flavor text.
Brad is awesome. It is great that the CEO of the company takes the time to speak directly to the people buying his product. But I also agree to a lot of this post. Brad seems to have a bit too much control and not enough balance at the moment....
I've not see this happen.... what video card do you use?
I'll finish by reiterating my intro that I really like Gal Civ III and Crusade and have spent over 500 hours playing for that reason. It is the unrealised potential of this great game that inspires me to take the time to write this feedback in the hopes that some elements of it may be helpful, and in the long run then improve my own experience of the game too.Thanks.AU
OP-
First off I like that you took the time to post as I myself have posted many posts on my frustrations about different things in the past as well. A few highlighted points...
Crusade felt rushed:
Yes, I agree, seems they took the whole time just getting the features into play and "We'll work on the bugs after release because we can have quick patches later." I've pointed out in several situations like you have, if I purchase a game and it's buggy that game immediately puts a sour taste in my mouth (especially if I haven't played that game before). If I then decide to review it that game is going to get a poor score, chances are even if I go back to it I won't change my review so that's a loss right there.
Most of the major bugs, us founders found prior to release but, they didn't have enough time to get them out prior to release. Because of this many bugs are still being squished weeks after release. Hopefully they learn from this and wrap the game up in plenty of time to focus on bugs before "going gold" in the future.
Minor Factions/Pirates:
I agree with everything here. Minor Factions are pointless and I would like them play a small role in the game somehow. Right now they serve no point and why even have them in the game. Pirates I never play with as they are annoying.
Brad Overpowered as CEO:
I both agree and disagree with this. First off he is CEO, it is his company and he has the right to do what he wants with his company and the direction going forward. Are all his choices the correct choices? Not always but, that's his right and we can either agree or disagree with this. Do I believe there could be more checks and balances yes and, I agree this could benefit the company long term but, with that may eliminate some transparency and contact with us, the fans and, appear to slow things down. I personally like the contact he has with us fans and would rather have that than the opposite, if there is a middle ground that would be perfect for all.
Other Complaints/Comments:
No real opinion here either way. I understand that they affect your game play but, I don't really see those issues as concerns. Could there be more events, sure but, it doesn't take away anything from the game and just gives it places to go. Some of the bugs mentioned are on a list somewhere and hopefully will get fixed in the near future.
On Minor Factions:
One thing you might try is to set the game to have zero minor factions, but then put in a few random empires with the AI level configured for cakewalk.
That way you get a full-fledged AI but it is purposefully gimped. They are invasion fodder for larger empires.
That is an interesting solution to the minor faction issue. If there was a way to turn off these newly created minor factions from the random empires selection screen at the start of a game, I think that this would be a solution that would work. But as the game currently plays, if you set up a handful of minor factions on "cakewalk", but your games are set to include random empires, you could end up with several random "cakewalk" type empires.
I'd think that a faction on/off/random toggle (like in Stellaris) wouldn't be too difficult to implement, but I'm sure the devs are busy with other issues...
7 months flies by! I actually stopped playing after making this post as it took me some effort to clearly and comprehensively articulate everything I could see was holding this game back from its real potential, and to have no response from devs who respond to hordes of random posts left a bad taste in my mouth.
What I am curious about though is if any of these many points have been (coincidentally or otherwise) addressed since I posted this May?
The only thing I could tell from Steam was a new Mech Parts DLC pack that struck me from it's content description as notably less valuable than anything I recall mentioning here. I imagine there were some patches in that time though.
Load times were specifically addressed in a couple of patches. My comp is decent but by no means a track star and most load in less than a second. Even on the largest maps. Apparently a big part of this was only animating the movement of stuff that was on screen and reducing the number of unnecessary ownership checks for asteroids and such. There's more to it but those are the points I remember.
AI warmongering has been significantly changed and overall difficulty have been improved in my opinion. The latest dev journal entries suggest that they are honing in on this for the foreseeable future, so I expect I'll have to drop back down to normal to avoid egotistical dismemberment at some point.
Mercenaries have not been directly addressed, but there is a wonderful mod for them from iRedEarth that I use and it has Made Mercenaries Great Again®.
Everything else, I haven't seen anything yet.
I agree w/ your comment on invasions although, being new to the game, I don't comprehend the background you're referring to.
But I would go a step further. In ~120 hours of play, invasions seem to be a double-or-nothing thing. Either the planet is undefended and easy to take, or it's defended w/ multiple legions, and the transport ship you've sent is lost. Now you're looking at many turns to develop and send a new invasion force. Meanwhile, your strategy is disrupted, and many assets are underutilized. Not a satisfying gaming experience, because you can't tell what you needed to begin w/, and because the game design is a bad one. Better would be to have a way to siege a strongly defended planet over several turns before actually attacking for a sure capture. This is a dynamic that would set up exciting showdown fleet battles--a strategic dynamic this game would be better for. Plus it would give you the opportunity to tailor your invasion strategy to what you chose to send versus what you find waiting; and you could adjust your force scale over time w/ continuity.
My biggest surprise in coming (happily!) to this game is the lack of this feature. The Civ games, Endless Space 2: they all have this and they are better for it.
If you mouse-over the enemy planet, you'll see a listing of the number of enemy legions stationed there, so you can plan your attacks accordingly. When I start out to conquer a civilization, I plan the approach with transports based on which planets do and don't have legions. During the early to mid stages, no civ that I've seen is completely covered with legions (older planets have had the opportunity to station a garrison or two), so there should be easy and hard planets.
If you simply plan to take the unguarded planets first, you'll not risk any delay or loss. Also, while it may not be obvious, bringing overwhelming force (more transports to a single fight) will cut your legion losses significantly, in just the same way that you will take fewer ship losses if your fleet outmatches the opponent, because you'll kill the enemy ships before your own take too much damage.
As dlapine1 mentions, planets do tell you how many legions are protecting the planet so that you can make your plans accordingly.
GalCiv invasions are similar to Civilization. First, you take out the defenses and then you move in except in GalCiv you have to use a special unit (an invasion transport).
Valuable info. Thanks for the insights!
As dlapine1 mentions, planets do tell you how many legions are protecting the planet so that you can make your plans accordingly.GalCiv invasions are similar to Civilization. First, you take out the defenses and then you move in except in GalCiv you have to use a special unit (an invasion transport).
I have to laugh. You can tell how many legions are protecting the planet and how many ships are defending in orbit, but you can't see the layout of tiles.
You either have to invade or colonize to see what you are getting into.
I have to laugh. You can tell how many legions are protecting the planet and how many ships are defending in orbit, but you can't see the layout of tiles.You either have to invade or colonize to see what you are getting into.
Espionage. With a high enough espionage level on a civ you can see the layout of their colonies.
Forgot about that option, but my comment still stands. Even a spy has to travel to (and land) see the tile layout.
*snip*
If you are talking about Crusade, that's not how it works. After having a high enough espionage level on a civ, in the surveillance screen you can check on their colonies and see their layout. You don't need to send a spy to the colony, you just have to have discovered that colony.
Yes, if you're serious about invading, plan to assign a spy to the target civ maybe 10 turns before your transports can arrive at their planets. That way you can view the all planets' surfaces before deciding what is high on the attack list.
You can go in blind, and if you think you can conquer all of his planets, why not? Knowing what's on any one of them won't matter. As was noted, you do need to know about stationed legions, but you don't need a spy for that.
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