mrblondini

mrblondini

Joined Member # 2936842
4 Posts 252 Replies 6,924 Reputation

This entire discussion embodies a question I asked in the first Q and A, although I didn't word it in the way I meant - the way I asked the question was basically "How do the devs decide where to devote their time and resources?" when actually what I was getting at was "How do the devs decide to prioritise things that aren't - if you're going to be strict about it - actually 4X ideas, but are more RPG/RTS/FPS mechanics/ideas?" It's probably simplest to create a Galactic Civilizations

48 Replies 211,079 Views

Completely agree: It's weird you can research/use Tech B when you haven't researched/bought Tech A and logically, you should know A before you can even consider researching B. bradzoob's suggestion, which seems to me to be changing/limiting what the Random Tech Generator gives you to "Well, you're not at Level 2 yet, so you can only research Level 1 Techs", makes sense. The example here seems to be knowing how to Invade Da Enemy before you can even Kill Da Enemy properly, but

7 Replies 21,451 Views

Exactly. Offer everyone their own Equally Best Minister of War, Equally Best Minister of Finance etc and everyone's going to put them in that position. And play the same way. What determines a game's replayability is the number of roads that you can take to win the game. There might be still be lots of roads to the GalCiv4 Palace that you can carve, but if due to RNG and the decisions you made back at the very beginning when you started out , only two roads <e

12 Replies 92,411 Views

I think that would be great. I'd put Battle Chatter in the same place I'd put a Ship Designer, Battle Viewer and Tactical Battles, which I say again, are great ideas BTW, In an RTS/RPG game. My approach to 4X ie the Role I'm Playing in GalCiv is: I'm the Evil Overlord. I've just appointed Johnny Bluenose, who had a traumatic childhood and therefore has great anger in him (and a great Resolve stat, too!), as my Minister of Warfare/Galactic Domination, that kind of role... So it

94 Replies 584,669 Views

How about if the tiles were changed so they had, say "O: MAN+3, A:RES+1" on them rather than the graphical icons for forests, etc? O for "On" and A for "Adjacent". Just have a little term legend that pops up when looking at a planet on the left hand side/right hand side: ALL: Well, we know what that means, yes? APP: Approval INF: Influence MAN: Manufacting MIL: Military POP: Populaton RES: Research TOU: Tourism WEA: Wealt

4 Replies 20,110 Views

[quote who="scifi1950" reply="41" id="3831513"] Okay, I think Factions might be a tad OP as currently configured. You might want to limit # of leaders that can be assigned to a Faction or maybe cap total # of leaders that can be assigned to all Factions. You could even link the limits to some other aspect of game (choices have consequences). Reduced 85% <im

55 Replies 108,360 Views

[quote who="gypsy2299" reply="1" id="3831307"] Bad Frogboy, Significant reduction in the # of anomalies. This is getting you sent to bed without supper, otherwise you would have gotten triple or even quadruple desert. Anomalies are the only reason

69 Replies 110,145 Views

Here, you lovely Drengin! Have, for 250bc, this fine PQ4 Colony. With Festron Infestment, which, since it's Christmas and all, I'll throw in for free! The whole idea of planet trading always felt weird for me. I mean, would you like Earth to trade three US states to Mars? So it's something I never did. With the "Festron eating your people" issue, however, it might be useful...

11 Replies 27,674 Views

Here's maybe a more "overall" question about 4X: Have continual improvements in sounds and graphics made your jobs harder in terms of sometimes forcing you into a choice of "Do we spend time and money making the game more intellectually appealing (ie having a challanging, intelligent AI) or making it more graphically appealing (ie having a ship designer and a battle viewer)?"? To put my position up front: Asking as a player who wouldn't miss either the ship designer or battle

17 Replies 62,402 Views

Absolutely fine with killing off the battle viewer. The central issue with the viewer for me was always "Well, we've given you a ship designer to design your fancy Tiger Shark frigate with it's lasers and missiles and defences and everything, now, don't you want to see how it does in combat? Of course you do!!" As Devildog_FF says, if you can report on a battle with relevant stats so that the player can see the basic information of how well their Tiger Shark frigate w

94 Replies 584,669 Views

[quote who="Frogboy" reply="6" id="3818416"] I would like to see something like ion storms that basically create impassable areas. [/quote] What about ion storms - and maybe other galactic features - that negatively effect the PQ of a nearby planet? Have it as a an event: "Turn 16: An Ion Storm has severely negatively impacted the planet GenusII, scientists believe this has been reduced from a PQ 14 to a PQ 6 Planet", or something like that on GNN. If the plan

25 Replies 64,971 Views

Absolutely agree with this. 4X is always too much geared towards Xterminate because, apart from the obvious risk of losing , where's the downside? It's like whatever race you are, whatever ideology/belief your race is, when you declare war, your civilization loves you. That's obviously fine for the Drengin, Korath Clan and scum races of that nature, but stretches credibility with the Altarian and Terran. There should be some level of morale, political support etc...</p

5 Replies 45,889 Views

I like the idea of allocating a certain % of Production - or a certain bc value of Production - Per Turn but only done Empire-wide. On the Main Screen, Up/Down % arrows beside every possible Building/Resource/Artifact that can be built. You take 10% off Building C, so it's now 90% and will take 4 Turns. Buildings A and B now take 2 Turns. Taking 10% of Building B make Building A 1 Turn, Building B 2 Turns. Etc. And Governor Ned might be a bit peeved if their pet proje

3 Replies 32,112 Views

In short, I think if players want to play Tall, that would be more acheivable if their Starting Twenty Turns gave them one of: One decent - ie PQ 10 or better - planet nearby. One or two Artefacts in the first couple of planets, whatever PQ those planets are. A bunch of Resources On-Planet and Off-Planet nearby. 3 Resources sounds about right - they don't all have to be Elerium or whatever, but 3 Resources at any rate. Incidentally, in the GalCiv3 forum I suggested cha

24 Replies 150,646 Views

GalCivIV Alpha Build 2 changelog: Removed typos Added typos Improved grammer in previous build Added bad grammer to improve in later builds Drengin toilets unclogged. Or maybe that'll hit the Terran this time. Or maybe the Drengin still have bad toilet habits. To paraphrase lines from the 0.0.2 Alpha build for GalCiv3. The implication I got from following the discourse on Discord was that with the changes to the Ideology Compass ie basic

2 Replies 3,316 Views

Well, no, I've been playing various GalCivs for years. Admittedly not particularly well, but.... My point is that if we want to manually assign colonies to Core Worlds, if we decide to change our mind and change which colony benefits which Core World, there should be some kind of morale hit. But I'd be fine with a "you can change the assignment every certain number of turns with no penalty" mechanic like you seem to be proposing. Your colonies are your slaves, basically...</p

17 Replies 18,089 Views

I think if Stardock want to allow us to manually assign colonies to a particular Core World because, say it's got great research buffs: 1. That assignment should be permanent. Or at least.... 2. You can unlink a colony and send it's resources to another Core Planet, but the Governor the Core Planet who just lost Colony VegaIV to Core World VortexII is going to be one very angry camper with you as his leader and with the Governor of Core World VortexII. Permanent revol

17 Replies 18,089 Views

Good point, Xigageshi. The way to make that species feel peachy keen is to give that species a Free, One-Time-Only Trip Into Space On Either A Constructor To Mine That Elerium Or A Colony Ship To That Crappy PQ1 Planet! Who wouldn't jump at that chance, hey? :) Another way to handle conquered moral penalty is it passes over time to the new dominant species unless you do something about it that's not just Build Fancy Stuff.

127 Replies 341,344 Views

I think issues like whether or not to have tactical combat are central to the question of "What kind of control does GalCiv (whatever version) want the player to have?" I've always looked at like this: The name of the series is "Galactic Civilizations" not "Galactic Planet" or something similar. Which leads to the concept of "Yes, you can micromanage and min/max down to this level. But below that level you have little or no control over how things resolve." F

29 Replies 90,404 Views

For me it also ties in with the new concept of Colonies. This now simplifies the whole thinking behind colonization. The attitude is now: Step 1 Colonize Planet. Step 2 Check: If Planet Quality Okay Then Send Governor. There's really no reason not to colonise whatever you can, obviously within constraints, so why shouldn't your Colony Ship automatically plant your race's flag as per your options? Obviously setting it to priorit

127 Replies 341,344 Views

Something like a V-Chip implant? Point-shoot lobotomy guns? From what you're saying, Frogboy, do you intend to make it possible to "Demote" Core Worlds and "promote" Colonies given certain circumstances? ie Turn 50 you might want to make Artemis II a Core World, but come Turn 75 Artemis II might have to be benched in favour of it's former colony Jaguar II, to whom it now has to give everything. If so, what does that do for morale/loyalty?

13 Replies 61,359 Views

Even with the best of intentions and the most usually coherent people, that will be difficult: The umms, ahhs, mumblings, half-sentences etc and the "rewatch the video twelve times to get that word right" moments. Not to mention the over-talking... Looking foward to the video/transcript, when it's released.

5 Replies 12,401 Views

I always thought the whatever.whateverbillion population number was fine. It was always the "fill your colony ship/transport with 1 billion of the suckers!" thing that felt weird. What, like they'd fold themselves up really really small to fit on the appropriate ship to colonize/invade another planet, on arrival at the planet in question, magically unfold to normal size?! I really prefer the idea of just interacting with the number of Citizens that planet has based on it's po

16 Replies 91,207 Views