1. Right now all planetary improvements add a percentage to the base input. If the input is 0 no improvement can change that value ever. Today I got a level 77 planet with 0 manufacturing. I will never be able to build anything on those 77 tiles unless I can lead a colony with manufacturing in there. Which leads to the next issue.
2. It is not possible to downgrade a core worlds to a colonies. I had a class 6 core world with 2 production next to my 77 planet. If I could just downgrade, I could use those tiles.
3. In Alpha v0.55 you can population deplete a world permanently by launching too many pop consuming ships. The planet just stays at 0 and never grows. In v0.50 they where restricting colony ship launch for no good reason now we have the opposite problem.
4. Population transfers options from one world to another could really smooth many problems.
5. The random decisions that pop up should be more civilization specific. For example I had to decide what to do for a famine on a planet only populated by Yor.
6. Ships menu needs a sort by upgrades option. The only thing I ever use that menu for is to upgrade ships every time the option shows, and I have to scroll forever to find the ship with an available upgrade. I want it to jump to the top.
7. When choosing upgrades a count of if you have already built say a slipstream accelerator would be nice. If you are in a fleet and you want to check the components of an individual ship, you have to disband the fleet just to look that up. A counter next to its list in the upgrade menu would just make things easier.
8. An approval menu similar to the economics menu would be nice. Right now the only way to see approval is to hover over individual citizens or check the overall rating in the policy menu. Approval is required just to upgrade government so people need more info.
9. Shipyards could list pop, popcap, and if the planet is considered crowded next to the sponsoring planet. There is some major disapproval for over crowding so every time shipyard come up I always click the sponsor to see if I should build pop ships.
10. You should be able to trade food and climate purifiers with other civilizations. Yor do not need those items at all. Countries who cannot produce enough food get it through trade all the time here on earth.
Does anyone else have issues to add?
I would like to be able to build those space ship upgrades you can select when ships level up. I also want to be able to store more than one at a time, and I want to be able to see what I got in storage.On the other hand, I'm finding it a pain to manufacture the other manufacturable items, like starbase modules, drones, and nanites. This game mechanic might be more trouble than its worth.I also want to be able to put an artificial cap on the population a core world may have. Citizens getting upset because the planet is too crowded is annoying. I would like to put the cap where that wouldn't happen.
I haven't really used drones or nanites yet. But when I get there I'll probably have something to say about it.
You should try playing as your population management will never be an issue. I mean pops do grow over time but planets are really big thank God lots of room. And civilization 6 the bigger your cities get the slower the population increases. Also not very many civ games have a disapproval for high population. You are definitely on to a legitimate concern with the game I'm not sure how the designers will resolve it.
I am implementing a population cap of 1 on ungoverned colonies.
Why are you implementing a population cap of 1 on ungoverned colonies?
Because Derek and Cari agreed that additional population doesn't add anything to the output of the colony and only sucks up food.
I'm so happy to hear this, I've been overly careful about colonizing class 2 planets for the food balance.
That will probably make the most significant dent on the unidentified disapproval problem. Thanks Cari. Sometimes it takes me awhile to afford a governor for a planet that I snagged a long time ago and sometimes when I get there I wind up with the ridiculous over population so thanks.
Carrie have you considered an overhaul of the way planet output is calculated. I mean the overall concept that you have to have something to make something kind of make sense in general but the way it's applied to specific settings can get sticky. You could create a research lab anywhere in real life, but in this game if you don't have a positive research input on your planet you could build 50 research centers and get nothing and most new players won't even notice that. I think the problem could be easily solved by allowing some improvements to provide a base value of input to planets regardless of the pre-existing input. The current system makes a little bit more sense for things like farming and manufacturing since you need minerals and land. But there could still be a late game hydroponic farm to add farming to planets that have no farmable land I mean people build farms indoors right here on Earth I think they'll figure out a way to do it in space too. Approval in buildings work regardless of planet value. A planet value for cultural influence doesn't really make much sense conceptually either since there's not like an influence mineral in the ground.
It is possible in 0.6 to fire a governor.
I wonder why that broke. You arent supposed to be able to pull the last pop off of a planet.
You may be right.
We added code for that and adjusted a lot of the events to respond differently based on your faction. But there are certainly more events that could use updating (like famine). I'll fix Famine in the next update.
But its not true anymore that the Yor (as a faction) don't need. Citizens have needs, not civilizations. So if you are playing Yor and you conquer a bunch of drengin worlds you are going to need food to feed those drengin.
Agreed. We are changing the way experience is allocated so that ship upgrades arent insane int he late game. It was feeling tedious.
That's a good idea.
That's a great idea.
We should put popcap on the planet tooltip so that you can see it on the shipyard screen (and anywhere you can look at the planet). You are right that its very critical.
Maybe. I worry about being able to exploit the AI here. But I do like the idea of being able to diplomatically respond to starvation.
Thank you for reading my input. I look forward to seeing the changes and version 0.6.
1. Right now all planetary improvements add a percentage to the base input. If the input is 0 no improvement can change that value ever. Today I got a level 77 planet with 0 manufacturing. I will never be able to build anything on those 77 tiles unless I can lead a colony with manufacturing in there. Which leads to the next issue. 2. It is not possible to downgrade a core worlds to a colonies. I had a class 6 core world with 2 production next to my 77 planet. If I could just downgrade, I could use those tiles.3. In Alpha v0.55 you can population deplete a world permanently by launching too many pop consuming ships. The planet just stays at 0 and never grows. In v0.50 they where restricting colony ship launch for no good reason now we have the opposite problem. 4. Population transfers options from one world to another could really smooth many problems.5. The random decisions that pop up should be more civilization specific. For example I had to decide what to do for a famine on a planet only populated by Yor. 6. Ships menu needs a sort by upgrades option. The only thing I ever use that menu for is to upgrade ships every time the option shows, and I have to scroll forever to find the ship with an available upgrade. I want it to jump to the top. 7. When choosing upgrades a count of if you have already built say a slipstream accelerator would be nice. If you are in a fleet and you want to check the components of an individual ship, you have to disband the fleet just to look that up. A counter next to its list in the upgrade menu would just make things easier. 8. An approval menu similar to the economics menu would be nice. Right now the only way to see approval is to hover over individual citizens or check the overall rating in the policy menu. Approval is required just to upgrade government so people need more info. 9. Shipyards could list pop, popcap, and if the planet is considered crowded next to the sponsoring planet. There is some major disapproval for over crowding so every time shipyard come up I always click the sponsor to see if I should build pop ships. 10. You should be able to trade food and climate purifiers with other civilizations. Yor do not need those items at all. Countries who cannot produce enough food get it through trade all the time here on earth. Does anyone else have issues to add?
Game killing design flaw. Huge galaxy 2 opponents one within 30 tiles. When is the no opponents in home sector going to be implemented?
It has been implemented for some time now. Galaxy Options on game startup, dropdown list with several options.
We added code for that and adjusted a lot of the events to respond differently based on your faction. But there are certainly more events that could use updating (like famine). I'll fix Famine in the next update.But its not true anymore that the Yor (as a faction) don't need. Citizens have needs, not civilizations. So if you are playing Yor and you conquer a bunch of drengin worlds you are going to need food to feed those drengin.
11. You should be able to sort planets by size in the info section at the top right. This would help people find Core Worlds to settle much easier, especially on maps with many, many, and lots, and lots of planets.
12. The clouds on the main map should be optional and hex lines more visible on the main map. As it is it makes it very difficult to move my ships in an organized manor as visibility is horribly degraded. Bear in mind not all your players are 20 years old with perfect eyesight, and some like this humble writer suffer from Ocular Migraines and having to squint to see the map increases the likelihood of one being triggered. Also, the zoom ratio should return to that of GCIII. By this I mean the point that your artwork turns to icon should be much sooner as the smaller they start at the harder it is for people like me to see them and while the Art Department as always has done an outstanding job the art is another trigger for my migraines.
I say again my bad on the Scum in my home sector complaint that I had not as I thought updated the game.
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