Jeff Yutzler

Jeff Yutzler

Joined Member # 656949
7 Posts 157 Replies 654 Reputation

[quote quoting="post"] the Prestige Victory condition is also GREAT! It eliminates the end-game slog, as intended. I actually finished a game because of it. The Prestige scoring really adds that "maybe I can get to 100% in just a few more turns" element to the game, whereas by that time grinding out the victory would otherwise be really mundane. [/quote] Did everyone declare war on you or is that only when you approach ascension victory

10 Replies 18,668 Views

[quote who="Dearmad" reply="50" id="3846476"] If Stardock is smart, they will, like Tynan did with Rimworld, expose as much of this as possible to XML and allow us to mod the living daylights out of it. that would make me very happy. [/quote] XML? What is this, 2009? [e digicons]:D[/e] My industry was tethered to XML for over a decade and I haven't touched an XML file in years. The real issue is that you can't encode mechanics in configuration files. Magic

52 Replies 191,090 Views

[quote who="tid242" reply="20" id="3846457"] Removing 'draft colonists' for all of the turbo-breeding races could make sense. Like tying the Executive orders to the Racial Traits, Biology, etc. so this would hold true for custom civs also. On the question of whether AI's use executive orders. I believe that they do. [/quote] +1 to removing "Draft Colonists" as an option for Mimot. The AI uses executive orders except for the lowest difficulty

32 Replies 110,916 Views

[quote who="aerez4546" reply="14" id="3846336"] It is pretty funny to read some posts on here. I can get a pretty good feel for the kind of map settings people probably use, just by the issues they bring up. I do feel kinda sorry for the devs sometimes, because one of the great things about the Gal Civ series is that you can really make very different types of game to play, just based on what kind of settings you pick for the galaxy at start up. [/quote] That's the

32 Replies 110,916 Views

There is usually a relic near your home world. You can put a military starbase near the relic and as close as you can get to your home world. At least your defenses get the bonus if they are within the area of effect. There are a couple of ways to extend starbase range so over time they will become more useful. Also consider putting a military starbase near a slipstream once you have secured your starting sector. You can put a fleet there to attack anyone who comes in. They're not great but t

5 Replies 9,926 Views

[quote who="tid242" reply="5" id="3846133"] But with a game like GalCiv - how many outright ways are there to win?: Conquest, influence, Diplomacy, Research, Ascendancy. Whether you want to throw "prestige" in there too or not is up to you (a "balance" victory, basically?). And how many strats within each potential victory condition? [/quote] There's one. Dominate your a sector (presumably your starting sector). After many months of alpha/beta, no one ha

32 Replies 110,916 Views

I think the ideology mechanic looks great on paper but in reality it is crap as of now (Beta 0.91). They could delete it tomorrow and it wouldn't negatively impact the game, except for the Baratak Grove who get an artifact for each culture point. The culture point choices are mostly terrible. The cheaper leaders one is good. The free leader one is good. Eurekas is good. The increased starbase range one is situationally good. More than half of them I wouldn't choose under any circumstances.&nb

14 Replies 28,707 Views

[quote who="tid242" reply="3" id="3846119"] The Mimot don't need to be nerfed - nothing in the above suggestions make them more fun to play. Rather every other civ needs to be similarly OP in their own unique way. [/quote] That is not at all realistic. I don't care how creative you are, there aren't 15 unique ways to make each race OP. Can't be done. You need a combination of buffs and nerfs to create uniqueness. Part of the fun is figuring out how to

32 Replies 110,916 Views

[quote who="slarjy" reply="6" id="3846121"] I don't think the sliders for "minor races" and "hostiles" work properly in 0.91. In this game, I set minor races to "abundant" and "hostiles" to "rare" but I have already found two hostiles and no minor races. It is very early in the game and I don't even have my starting sector scouted but my 0.9 game was similar. Oh shoot, I didn't think to grab the save file. I can post it later if you need it. [/quote] Star

34 Replies 91,855 Views

I think the easiest solution is to penalize them heavily for over-population and starvation. Their approval should tank in those situations. I admit I don't actually know what the growth mechanic is. When I want more growth (and I'm not the Yor, obviously) I just make everyone into farmers and hopefully slash pollution but it doesn't seem to change anything.

32 Replies 110,916 Views

[quote who="Commander4X" reply="23" id="3846052"] I guess we are talking about a prestige victory hence a defensive conquest victory should be difficult to achieve [e digicons];)[/e] I just won a prestige victory including 350 Galactic Achievement points. I did fight my competitors in my start sector but no farther expension needed. If you got a strong economy a defensive strategy seems to be valid. Talking about single player though. [/quote] Yeah, it se

35 Replies 73,828 Views

[quote who="tid242" reply="22" id="3846040"] EVERY civ needs an equally broken mechanic all their own... [/quote] I think that is overstating the case. I just want them all to have unique play styles and strategies more or less. Overpowered mechanics should be balanced through flaws. I think the Yor's lack of organic growth and the Onyx's dependence on promethium are adequate. The Mimot could probably use a nerf, maybe a steeper penalty for overpopulation.

35 Replies 73,828 Views

Communications Starbases are more effective at enraging your neighbors (so they declare war on you) than culture-flipping them. You get an immediate -1 to diplomacy and a subsequent -1 when they ask you to remove it and you refuse. I haven't encountered a game where it was worth the effort.

8 Replies 3,437 Views

[quote who="Basilisk83" reply="19" id="3845986"] just so u know they specifically said that they wanted the growth rate for onyx to be lowest because with their massive ships they wanted the onyx tactic to be to attack early in order to counter the low growth rate. they wanted them to be "beasts." and with 2x hp with the new hp stats they are def going to have the strongest ships later in game with over 1k hp for a huge hull (without any buffs). and as long as they're effective in the

35 Replies 73,828 Views

I don't think the sliders for "minor races" and "hostiles" work properly in 0.91. In this game, I set minor races to "abundant" and "hostiles" to "rare" but I have already found two hostiles and no minor races. It is very early in the game and I don't even have my starting sector scouted but my 0.9 game was similar. Oh shoot, I didn't think to grab the save file. I can post it later if you need it.

34 Replies 91,855 Views

As of Beta .91, influence is pretty much a dead mechanic. As you say, culture-flipping doesn't really work and I don't have any ideas of what would fix it. I think it would be more than getting Brad to tweak a few magic numbers. In Civ VI, culture-flipping has a purpose – to prevent wanton forward-settling and to encourage an alternate play style for certain leaders. However, in Civ you have dozens of settling options. In GalCiv you only have a few so buffing the culture-flipping mechan

8 Replies 3,437 Views

[quote who="tid242" reply="16" id="3845884"] If the Onyx got a static (on planet, or in-system) prometheon supply, would this dramatically increase player's enjoyment of playing them? (I have not played Onyx (in 3 nor 4)). [/quote] I took into account the recent patch that gives Onyx Hive promethion on their home world. However, that is just a starter supply and not nearly enough to keep them happy. Duritanium and thulium are abundant in this game and antimatter is fairly

35 Replies 73,828 Views

I'm reluctant to move Onyx too high because they are so dependent on the RNG of promethion availability. Until someone can prove that late game defense is a viable strategy, the Iconians and other defensive-minded races are staying at the bottom.

35 Replies 73,828 Views

[quote who="Basilisk83" reply="32" id="3845804"] yeah, the more i think about it the more i really like the idea of kinetic stopping base repair for a bit and beams slowing down opponents for a turn or 2. [/quote] IMHO this would be nearly impossible to balance or build AI for and would require way more playtesting than Stardock is willing to invest in. When in doubt, simplify.

52 Replies 191,090 Views