[quote who="Maiden666" reply="32" id="3598782"] Quoting Dracul_JOSHI, reply 30 I have been saying the same thing before, but people seem to understand the customization options of this game less than anything else in the game. Also, we should make a fundraiser, so that Frogboy can take a few classes... like economics 101, Philosophy 101, Gamedes
Dracul_JOSHI
[quote who="RGee" reply="28" id="3598768"] In a purely free-market economy, governments tax and spend, make regulations, and raise armies. That's generally about it. They don't build anything. They don't invent anything. They do not populate new territory. Every race in Gal Civ is very very similar in that compared to real nations in the real world in real history, they are all on the extreme totalitarian end of the spectrum: communistic...
[quote who="Frogboy" reply="25" id="3598756"] I've said my peace on this topic. I'll leave with one final thought to share: When you design a game, any game, you design it around a set of assumptions on how the numbers will work out. In GalCiv II, I'd get save games where people had managed to make 20,000 credits per turn. So I made an update that started to heavily penalized income after a certain point and referred to it as graft.&nbs
[quote who="The_Poena" reply="18" id="3598701"] This all sounds very interesting, but I want to make sure about something with the coercion idea. You say that setting wheel(s) to 100% production of, say, research, is coercion, and I agree with this. But isn't keeping the wheel(s) at 33,33,33% production amounts still coercion? You're still forcing your population to do certain jobs if I'm not mistaken. Again, I just want to make sure I'm understanding this correctly, and
[quote who="naselus" reply="13" id="3598670"] Quoting Dracul_JOSHI, reply 11 Having different forms of state really doesn't make any sense... if they were communists, they would have no reason to listen to what you are ordering. The same goes if they were socialists, capitalists, theocrats (unless you're their god)
[quote who="naselus" reply="10" id="3598647"] Quoting Dracul_JOSHI, reply 1 It wouldn't be the same as approval, actually. That wouldn't, no. But then, that's nothing like the mechanic as you originally outlined it, which was completely identical to approval(down
[quote who="naselus" reply="1" id="3598575"] Quoting , quoting post If like me your a story driven gamer (which I think most GalCiv gamers will be to a certain extent), then every sandbox game is the chance to immerse yourself in a unique history and Galacto-Political adventure. I've had a few ideas to try and enhance t
And that's why you have checks in place for every number in a system. If it theoretically COULD reach the limit of the variable's type, IT INEVITABLY WILL! Bug, hack or just some min-maxing grinding asshole. Always put safety checks into place.
[quote who="naselus" reply="49" id="3598633"] Quoting Dracul_JOSHI, reply 48 SPORE isn't very challenging, but it's very popular I lol'd [e digicons]:P[/e] [/quote] Why? It's got a thriving, occasionally growing and shrinking, dedicated community
[quote who="Mashintao" reply="3" id="3598630"] "But in GalCiv III, there’s no penalty at all for setting manufacturing to 100%. " This is incorrect. By setting manufacturing (or wealth/research) to 100%, there is a corresponding decrease in the opposite corresponding resource (wealth/research, etc.). [/quote] Positive. And I also th
The coercion thing sounds good... But I think it would be nice if there was a trait that made that a non-issue... again, for races like the Borg. One way to do that from my previous idea, would be to separate the wheel trait and the body-control within territory (that replaces approval with control)trait into two, one for each trait point. I would say 'Dominance' for the wheel and 'Control' for the othe
[quote who="naselus" reply="16" id="3598616"] Quoting Dracul_JOSHI, reply 15 Well, if it's going to be a race trait it should impart some level of advantage, so it would have to be better. Every Trait give you an unfair advantage compared to those that don't have them... that's their entire poi
[quote who="erischild" reply="43" id="3598594"] I disagree. The point of playing a game is to overcome challenges and restrictions. In chess, not all pieces move like queens. I once had to explain to one of my kids that this wasn't "unfair" to all the other pieces, but part of what made the game interesting. I leaned on the fact that the knight did things the queen couldn't. It didn't go over with her much better than it seems to be
[quote who="ElanaAhova" reply="40" id="3598558"] Idea about the wheel. What if a brake or governor (mechanical model, not person/office/leader) is part of the wheel? Only allow it to be adjusted a small amount each turn (or five turns, yada). This way, rapid, radical, gamey/exploit y moves blocked. [/quote] do you mind if I borrow that? I think this would greatly balance the control trait if it was put in place for races that don't have it.
[quote who="Frogboy" reply="37" id="3598508"] I made the decision to remove it. I don't like it and it will not be coming back as part of the canon version of the Terran Alliance. I am thinking about making it a racial trait feature of the Yor (and thus custom civs that use the trait). However, it'll be re-balanced. When I see someone posting that their planet was doing 1,500 research per turn and now they can't my response is, that
[quote who="Mikeysama" reply="10" id="3598556"] Sorry for missing two months worth of discussion, but isn't that how GC II worked anyway? You'd pick how to specialize a planet's output but couldn't divert 100% of it's production? I just bought the game, but I did spend hundreds of hours in GC II, and it worked fine for me then. [/quote] What would be the point of GalCiv 3, if it worked like 2? There are reasons I didn
[quote who="naselus" reply="14" id="3598554"] Quoting Dracul_JOSHI, reply 12 I was thinking, that since the benefit of a specialization that isn't supported by the structures on the planet has a reduced output, reducing it further might be sufficient to balance it? Maybe? <br /
[quote who="joeball123" reply="32" id="3598482"] The wheel is totally gamey. No civilization functions where last being can be assigned a job by the government. So what? A whole lot of the rest of the game is incredibly 'gamey,' too. Need an army? No problem; some random planet has a large population and an attached shipyard, so within a week (turn) I can have a fully-equipped and fully-trained army of a size lim
[quote who="Figrin" reply="9" id="3598462"] I'm fine with optional. I'd not sacrifice patriotic or those other abilities for it, but I'd gladly take it at a cost of 10% less growth/production/research/whatever. As to your/Frogboy's argument about realism, think about it, the global production wheel is not gone. So how does the loss of the planetary
[quote who="Frogboy" reply="8" id="3598461"] ...Actually... This is an interesting idea. Some version of this with proper balancing might actually be an interesting idea. Like, the Yor, for instance, coudl totally automate their forces. Plus, I would enjoy the opportunity to demonstrate how nasty the AI could be with this feature. Hint: computers are good at math. [/quote] Glad that at least somebody se
" Drengin are now able to build Approval starbase modules." Oddly specific. Is this now part of their tech tree?
[quote who="naselus" reply="5" id="3598439"] Quoting Dracul_JOSHI, reply 4 Or we could just add this one OPTIONAL trait that makes perfect sense from a setting standpoint and would make everybody who liked the wheel happy and YOU as well as EVERYBODY else who didn't like it, Frogboy included, can just, you know, NOT us
[quote who="naselus" reply="3" id="3598434"] OH, fair enough then, rather than fixing the existing broken ones let's just break all of them. Or we could not do that. [/quote] Or we could just add this one OPTIONAL trait that makes perfect sense from a setting standpoint and would make everybody who liked the wheel happy and YOU as well as EVERYBODY else who didn't like it, Frogboy included, can just, you know, NOT use it? Heck, even if you have an issue with
[quote who="naselus" reply="1" id="3598429"] Read it. Dismissed it. It would be crazily imbalanced. [/quote] oh, and 'patriotic' and 'Prolific' are not? Patriotic is flat-out broken on any big map, because any faction without it will suffer extremely from the big empire approval penalty and Prolific is flat-out broken on smaller maps, because you can colonize the entire map before the AI gets off its ass. Nevermind combining the two...
I mean, the official reason for it's removal is: "No civilization functions where last being can be assigned a job by the government." -Frogboy Now think about all the science-fiction you know about, every single race... is this true? I don't think so. Let's take Star Trek as an example: The Borg are a hive mind with one queen who decides literally what every body else does... Wouldn't they have the wheel? What if Q would d