[quote who="kengrant3000" reply="1" id="3405864"] YES. This is the thinking that makes me happy. And mad at a lot of 4X games. So many games want to reduce the amount of micromanaging, so many people who claim to like 4X games call adding things like this "feature creep", as if doing anything but Extermination is undesirable.[/quote] I do personally want to see less micromanagement. But what that actually means is, less micromanaging th
exogeologist
[quote who="Sriseru" reply="10" id="3405152"] You know, I never really liked the political party system used in GalCiv II, it always felt weird that all those alien civilizations would have the same parties available in their societies. What if there was a completely different system in place for creating/choosing the political structure of your civilization. Perhaps something like legos; building blocks of basic political ideas which you can pick and choose
Awesome! Glad to see I'm not alone in wanting this. =) I like the idea of using outposts as a land-grab, so that you can claim systems or even parts of systems even when they don't have colonize-able planets. Also, in a separate post about starbases... one way to avoid "constructor spam" for outpost management would be to have an intermediary currency. So for example, colonies could be set to produce "outpost points" that could be spent on upgrading o
[quote who="Phazon88" reply="23" id="3409143"] I hope whatever they do it does minimize the need for constructor spam as that did get tiresome having to constantly manage constructors. I don't mind the use of a constructor ship to initially construct the starbase like in the old games, but I wish you could just simply order upgrades directly at the station by paying credits and waiting for enough turns to pass for the upgrade to be complete rather than needing to constantly microman
I think it's a great idea... especially if they have clear roles, like governor, explorer, general, etc... It could be a focal point to try and capture/execute enemy heroes, though I wouldn't want them to be particularly OP compared with standard ships, and I'm not sure I would want to have them be equipable, a la FE.
[quote who="Seleuceia" reply="5" id="3404997"] The issue for me was simply the amount of micro-management...SBs were tedious and UP in the late game (at least militarily), making it more effort than it was worth...an overhaul may be necessary, but even a simple reduction in the total number of weapon and defense upgrades and sensor upgrades would make a huge difference....[/quote] Maybe the option to "privatize" them so that the upgrades are handled automatically, and you just p
[quote who="nomotog" reply="1" id="3404980"] I think starbases need a complete overhaul from the what they had in GC2.[/quote] How so? I'd love to hear your thoughts.
I am beyond excited about this game... and starting to get greedy about features. Haha. That said... I would love to see moons and large asteroids have some utility, as well as gas giants. Perhaps outposts to allow you to lay claim to them... military vs mining vs research, much like GC2's starbases? Upgradeable, attackable, and provide bonuses to the local planet much like asteroid mining. This could get really taxing on your system, since these
Distant Worlds does come the closest to creating the illusion of a "living and breathing" galaxy, largely due to the "private sector" I love to watch the merchanters going around building space stations and mining outposts. I'm not familiar with Distant Worlds, but the idea of an active private sector sounds awesome. It doesn't have to be too complex, but having private trade routes, starbases, and mining colonies... they
Yes! I'd love this. And I think it would make sense for it to be pretty much outside of your control. Parties should rise and fall in reaction to the things you're doing... if there are a lot of strong, violent neighbors, then your pro-defense party might win a lot of local elections, especially on border planets. And that might then affect unrest/production/research/etc on that planet. And maybe even affect the racial composition of the planet, if a nati
I would love to see more flavor around the planets and my overall empire. For example, if I'm human and conquer an alien planet, what percent of my population is human vs alien? What percent is my empire's culture vs the one next door? And how does this change over time as people migrate around the planets? Also... What impacts do these mixes have on production, civil disobedience, etc? Perhaps multi-cultural planets have better research, but mono-cultural pl
Argh, original post got eaten. :( I would love to see an improvement to starbase upgrade management. In the middle game, with a large empire, it was really tedious to manage 5-10 new constructors every turn. It'd be great if there was an "auto-upgrade-nearest-upgradeable-starbase" button. Yes, fleet rally points are great, but managing one per starbase isn't an efficiency gain. Also, I was never sure if multiple bases around a planet sta
[quote who="Bloodlyshiva" reply="3" id="2737717"]Teleport/Spirit Chase only works if the caster in question is the LEADER of his force. If he's not, the spell will fail. This is awkward since you can't choose who'll lead too well when you have multiple casters.[/quote] If this is by design then there needs to be clarification in the spell description. You also need to be able to actively promote someone else to be leader, or just remove this restrictio
I love Stardock and think their support and product quality are among the best in the industry (along with Blizzard). But this particular action was bad. Stardock, please warn us if you're going to do this again. I'd rather have the choice, so that I can finish my current game before patching. I will not be patching again unless I'm between games.
To my knowledge it's never worked. It wasn't working in the pre-release for me, and it wasn't working in 1.06. Which is annoying, because mana regens so slowly, and I need my sovereign's mana for summons, not 'ports.
Actually, what this tells me is just to stop playing for a few weeks. God knows if this will happen again, and I'm not interested in losing a couple hours of a game totally randomly. I'm pretty sure if I come back to the game in October, this bugfix churn will be over. Though Civ5 is out by then and I'll probably just end up entranced with that. Blahs.
[quote who="Droog" reply="1" id="2737259"]Lol same thing just happend to me. 4h of gaming to hell. Am hoping a new patch fixes it, if this is a bug.[/quote] Jesus. A warning would have been nice. I wasn't having any problems that I could tell... I could have waited till tomorrow to do the update. That's really shit-tastic. :(
I installed 1.06 earlier today, and started a new game. I got a notification a few minutes ago (after I restarted the game after one of the frequent crashes) that a new update was available. I think it was 1.06.018 to 1.06.019 or something like that. Anyways, I installed it, started the game, and tried to load the save I was playing just 3 minutes ago, and was told that it's incompatible with the current game version. Ummmm.... wtf?&nb
Agreed! Though that's probably relatively easy for them to fix at some point, and in my mind lower down on the list of fixes I'd like to see. =)
[quote who="Mtrixis" reply="1" id="2728667"]1) Is somewhat handled by expanding influence borders, which you can improve with research/city structures. The other obvious method is stationing sentries equipped with sight enhancing gear around your kingdom.[/quote] Yeah, I suppose I could station sentries around... that seems a little wasteful but I guess it's the same deal as constructing towers. Still, a high-level enchantment that creates some sort of internal magical sensors w
Lol... I just checked out my dynasty screen. My sovereign is 32, her son is 26, and her grandson is 22. I absolutely LOVE the dynasty thing... it's a really really cool feature. But could I request that the age calculation be looked at and tweaked a bit? >.
First, lemme say I'm a long-time Stardock fan (starting with original GalCiv), and I only heard about this game on Sunday but I needed no other reason than that Stardock was putting it out to get me to pre-order it immediately. That said, I have a few suggestions on future content. We need a way to eliminate the fog of war within our borders. Whether it's through a high-level spell (maybe level 10 or such), or through construction o
[quote who="DragonRider862" reply="13" id="2727783"]I agree that they should be able to level up once conquered. I assume the premise is that they don't expand on their own due to a lack of ambition. There's no reason why the city should be magically incapable of growing no matter who controls it.[/quote] I agree. Though honestly I'd like to see the minor factions be allow to improve their cities, but just not found more than 1. It's really no ch
[quote who="tlvs" reply="7" id="2725943"]Those minor factions don't seem to appear in the diplomacy screen, but you can negotiate with them by taking your sovereign there for a chat.[/quote] Right, I assumed they weren't part of diplomacy. But I've met an actual rival empire, and I have no diplomacy options and the game tells me I haven't met any yet. But I'm standing on his borders and he won't let me in unless I declare war. And I can be sure its a m
Although... I just had an interesting experience. I auto-battled with my sovereign, and the post-battle report said I hit the enemy with Melting Touch for 106 damage. But I have *never* seen it do more than like 20 damage in a manual battle. So maybe there's a bug with manual battle spell damage?