Jeff Yutzler

Jeff Yutzler

Joined Member # 656949
7 Posts 157 Replies 654 Reputation

[quote who="Simplicity123" reply="4" id="3835881"] What do players want to do? Make interesting ships. Fight cool space battles. [/quote] I think this is a very narrow view of things. It does not match what I've seen from fans of other 4X games or the developers of this game. Combat is fun but it is only part of the reason people play strategy games. [quote who="Simplicity123" reply="4" id="3835881"] 120 turns into the game or so... [/quote]<

8 Replies 4,220 Views

I think if the devs wanted tech rushing then we wouldn't have RNG based tech options. As I said here , I don't necessarily think tech rushing is good for the game. I'm actually going to go one further (and you're going to hate this). What if they eliminated tech selection from the game entirely? Then you wouldn't have to micromanage which tech to go for every few turns. If you have a science minister, you get to pick which col

8 Replies 4,220 Views

[quote who="gypsy2299" reply="4" id="3835811"] Trying to understand what information you do not have; one you do not have to spend IPs when received two you can check every info window in the game before you pick your choice. [/quote] This is less blind than some of the other things I posted, but there is still no obvious way to collect this information. Hover over every single leader and citizen and scan each race? How aggravating. I liken it to <a href="https://youtu.be

6 Replies 11,980 Views

Do asteroids get consumed? I haven't gotten that far yet. I know that asteroids can appear in bunches that would accept multiple miners but that a miner can mine multiple asteroids. I'm not sure what the dividing line is. I have to hover to figure it out.

10 Replies 31,194 Views

GalCiv IV is a BIG game. The way it is designed today (Beta 0.77), I would only ever play at the fastest speed. Even in very fast mode, I'm still next-turning quite regularly so it isn't like the game is going too fast. Since it takes multiple hours to finish a galactic year, I have a day job, and updates are published regularly, I haven't come close to finishing a game yet. Part of it is me still learning the mechanics, but only part. Just keep this in mind as you work on your marketing stra

1 Replies 2,316 Views

I agree in general. I despise unit obsolescence in 4X games. Just having units gain experience over time would be helpful, but then it would lead to the opposite micromanagement problem of constantly having to pick upgrades for your older ships. These kinds of questions are why I'm glad I'm not a game developer.

11 Replies 52,010 Views

Someone mentioned another one: spending ideology points. Your ideology has an understated impact on the game. Your citizens, your leaders, and other races are all impacted by your ideology choices, but the player does not have the information needed to make an informed decision. As an aside, I hope to keep my posts to a limited number of threads, organized by theme, and not spam the board with a large number of threads. I'm obviously opinionated about this game and I'm just trying to

6 Replies 11,980 Views

I partly agree with this and I partly don't. There is something to be said for your choice in colonies. Not every 15+ world should be a core world and not every non-dead world should be colonized. That said, one thing that I think would help is for citizens to make more of an impact than they do in Beta 0.77. I don't think it would be game-breaking for each citizen to count as 1 of whatever their occupation is. Their other percentage differences for their stats and so forth could remain.

2 Replies 11,422 Views

That's a good point. I put this in the category of things that I noticed but didn't recognize as a bug. Come to think of it, the penalty for a medium tax rate is so high that I can't imagine when it would be the right choice. Never mind high. I'm fine with a narrow set of choices (instead of the old slider) but maybe it could be a better set of options.

2 Replies 3,385 Views

[quote who="GeezerGuy5599" reply="2" id="3835698"] Also on leaders, it is not clear from the UI that making a governor is irreversible, while other assignments can be changed. [/quote] If I understand correctly, you can fire or execute a governor and a commander.

4 Replies 2,986 Views

The player has to make a lot of blind decisions in Beta 0.77. The player can't see the terrain of a planet before putting a governor there. This is more important than one might think because I really want to plan ahead in terms of setting up colonies that will serve the core worlds. Part of expert play is matching the yields to the planet's terrain. When the Baratak Grove use an artifact to awaken a dead planet, the yields come back 0,0,0,0. It isn't until the

6 Replies 11,980 Views

Version: 0.77 Beta Details: In some cases, popups are not visible because they end up behind other content How to reproduce: Open planet screen Click Tech on top left corner note that the Tech window does not appear Click on a citizen on the top right as you would to change their occupation or imprison them note that the Citizen Orders popup does not appear Close the planet scr

3 Replies 4,174 Views

I'm a relative newcomer to the Alpha (~1 month) and have never heard of Old Spider before this thread. While a having tech tree diagram is fine, I think its importance is overstated for two reasons. Until you've played the game a bunch of times, you really don't know what techs are good and why. I think having dominant strategies is a bad thing for replayability and that there is something to be said for having to adapt for the choices that are available. (Peruse the

13 Replies 15,129 Views

One of my concerns is the lack of early game risk. In none of my play-throughs so far have I faced any kind of threat in the first 50 turns, even at the fastest speed. Someone declared war on me but never even attacked me before I abandoned that game. The worst thing that has happened was putting an unloyal leader in charge of a flagship ship and have it defect (whoops). There are so many goodie huts to inspect that I haven't even gotten around to hitting the lightly defended ones. By the tim

8 Replies 50,888 Views

I like the factions idea. It's a little more interactive than policy cards. It also gives you something to do with one-dimensional and otherwise obsolete leaders. A lot seems to ride on the RNG of what leaders are available. I'm also starting to think that spending a culture point to get a discount on hiring leaders will become almost mandatory with most builds.

12 Replies 92,483 Views