Well instead of beeing a fanboy I say what I think. I liked galciv but I'm a bit dissapointed about galciv2. Its really good the first days but then it becomes a boring grind. I'm not saying that galciv2 should be like moo or empires at war, just saying that those 2 games did some things a lot better and as a person from stardock, what do you want? Do you want to read only thread about how good your game is etc. or do you want to read some thread about what peoples dislike aswell? I think you did a good job with creating galciv2, but your game is far away from beeing perfect.
I only play giant maps. The only time I played a smaller map was when I started the dreadlord campain. I play a giant map cause I don't want to face enemies after a few rounds already, whats the point in playing a giant map? If I want to have every planet colonized within the first 2 hours I play this game then I can go and play a small map or a medium map. I play giant cause I want this game to be complex and long. But even on a giant map within the first 2 maybe 3 hours everything is already colonized. Makes no sense sorry, it doesn't. It makes no sense that I only need to maybe build 10 starbases and I'm able to fly from the farest left corner of a giant map to the farest right corner. I don't even have to wait 5 days till I've researched some techs which allow me to increase the range of my ships, cause as I said build a few starbases and you have access to every point of the map (of the giant map, the biggest possible in game!). Oh and yes I played a giant map with only rare planets and scattered etc. and it was even worse. Every race only had maybe 5-6 planets and when you attacked a computer then he surrendered after you conquered the first planet lol really great.
Oh and I was trying to change those xml files. The only thing possible is to change that StarbaseModules.xml to get rid of those at least 90% of the starbase moduls there. Btw. compare the size of the StarbaseModules.xml with the TechTree.xml (and techtree is full with long descriptions) then you maybe understand why I think that starbases in galciv2 are insame. There are far to much starbase moduls in this game imo.
I will maybe make a mod to change the way starbases work, but I didn't finy any way, to decrease the range of ships, to increase the range on starbases and to increase the range between starbases, so I think thats not possible to do atm or is it?
Example what I want to do is,
- Decrease the range on all ships by 50% How?
- Decrease the max range around planets starbases by at least 50%.
- Increase the range between starbases from 3 to at least 10 sectors.
- Increase the "influence range" on starbases by factor 2.
- Increase the hp of starbases by a huge amount.
- get rid of at least 90% in starbasemodules.xml and remake the few things left.
Lets take StarbaseModules.xml as an example.
Starbase Factory, Adv. Starbase Factory, Massive Scaling Center, Smart Drones, InterstellarCollector, Orbital Replicators to much stuff. and thats just +production on planet. Cultural Influence are a lot more things, +Trade moduls are a lot there aswell. If you ask me then you should have a Starbase Factory which boosts production by 10%, a Adv Starbae Factory which replaces! Starbases Factory and boost the production by 20%. Massive Scaling Center replaces adv. starbase factory and boosts 30%, smart drones replaces scaling center 40%, orbital replicators replaces smart drones 50%.
Those more advanced modules should replace the older tech. modules, but thats not how it works atm in galciv2. So with a max. upgrades starbase you would have. 3% + 5% + 7% + 10% + 10% + 15% = 50% thats the same as my +50% the diff is that as an advanced race with those techs. already researched I would have to just build a constructor and then upgrade that starbase with another construtor (Orbital Replicators) and I would have my +50% production. Now I would have to build 1 construtor to build the starbase and 6 more to build all those modules. 7 constructors compared to only 2 and thats only for the +production. Do the same with cultural influence modules or with those military modules and you would have a rate of something like 40 constructors compared to maybe 3-4.
Btw. how come it works different on planets? Maybe when you developed that game you noticed the insanity yourself? On planets when you are more tech. advanced you cannot build a normal factory anymore, you build that Industrial Sector. So why don't you have to build that factory and advanced factory and manu. center and all that stuff before you can build that Industrial Center aswell? Cause it would be insane. Thats why you build that Industrial Center when you have researched that tech. But why do I have to do all that insanity on starbases?
Those "upgraded" modules on starbases should work like the "upgraded" buildings on planets. If I have the tech for Battlestations Mark IV then I will build those and not the older unadvanced Battlestations. Battlestation Mark IV should replace the older battlestations like a Industrial Sector replaces a Factory. That way you would still have those (I'm not counting the numbers of entries in StarbaseModuls.xml now) 60 different starbase moduls, but as a advanced tech. race I wouldn't have to send 60 constructors to get my fully operational starbase, I would only have to send maybe 10 constructors.
Its like in reallife. You buy a new tft monitor for your office. So what will you do? You take that old electronic tube monitor from your desk and place that brand new tft monitor instead there or do you still have that 20 years old green monitor on your desk? on top of that you place that more advanced color monitor from 1980 and then your a bit more advanced older monitor and now you can place your brand new tft monitor on top of that.