Jeff Yutzler

Jeff Yutzler

Joined Member # 656949
7 Posts 157 Replies 654 Reputation

OBSERVATION What you don't want to do is have a lot of empty sectors unless you crank down the hostiles. Otherwise you'll have infinite hostiles because there is no check on their growth and spawning a new ship every few turns. I love the Civ VI mechanic of city-states sending their units to take out their camps. I also love the Civ VI Barbarian Clans Mode where barbarian camps turn into city-states after 50 turns or so. I'm not sure what the right mechanic

65 Replies 126,372 Views

[quote who="Basilisk83" reply="31" id="3843822"] well i think that depends on what victory conditions you set. you might not need a doomstack if you're able to get a prestige, research, or ascension victory. if you're focusing on diplomacy maybe you can win by allying yourself with most other races and getting your friends and/or enemies to mostly take out the rest. havent gotten far enough to really try out diplomacy stuff much but in theory this is how it should work i think. more d

44 Replies 129,224 Views

I'm still waiting for someone to prove to me that there is more to this game than getting a doomstack and declaring victory. Even if you completely isolate yourself, you still need a doomstack to get rid of precursor sentinels. I have not found a single game scenario that didn't hinge on whether I had a doomstack or not. Various other decisions will speed things up or slow things down incrementally but they don't really matter .

44 Replies 129,224 Views

[quote who="ForgottenSlayer" reply="5" id="3843721"] how and in which order is important [/quote] But is that really true? No one has demonstrated that any of these mechanics is actually important other than creating a doomstack as expeditiously as possible.

8 Replies 14,418 Views

I feel like the colony mechanic is undercooked. It seems like the thing to do is collect them like trading cards. There is no possible downside to them other than their startup cost, decay (limiting their value), and the fact that you might have to patrol them. Colonies have happiness and population, yet they are both completely outside your control and neither has a discernible effect. Events that can effect them seem kind of pointless as well. For example, there's one where you can give +10

8 Replies 14,418 Views

[quote who="DerekPaxton" reply="4" id="3843594"] That's kinda what rerolling does. If you direct research you will get it in the area you want, but it will cost 20% more to research. [/quote] The more I play with this, the less I like it. IMHO, you took a bad mechanic and made it worse. If the tech we're looking for isn't available, we pretty much don't care. Players are single-minded and you're just making it harder to do what we want to do without making th

12 Replies 54,002 Views

3. The game is already heavily reliant on the RNG of which leaders are available. You need your smart/social leaders for core worlds and diligent/resolute leaders for command ships. You need your one-dimensional leaders as ministers. Now you're saying that my ministers can't have dump stats? What are the odds of that? At least with factions you have somewhere to dump leaders who have been recruited over. I like that mechanic. 4. I find the whole research tree mechanic completely playe

12 Replies 54,002 Views

[quote who="ForgottenSlayer" reply="25" id="3843321"] I like playing a big map with a small amount of AI [/quote] If you're playing under these conditions then you won't see the AI for at least the first 100 turns and are basically in sandbox mode until then. I prefer to have more interaction with other races. Spawning near (or at least somewhat near) an aggressive neighbor should be within the realm of possibility and there should be more than one viable strategy for dea

44 Replies 129,224 Views

[quote who="aerez4546" reply="22" id="3843282"] History has proven that peaceful strategies are always underpowered. [/quote] Right but we're talking about a video game, not a reality simulator. You're always going to need some military to deal with space monsters and so forth. What I don't want is for the game to be one-dimensional. If there is really only a single dominant strategy then the game becomes more about finding and executing that strategy and the

44 Replies 129,224 Views

I don't think it is the number of tiles but rather the lack of significance of the terrain. Here's the secret: in 0.81, planetary terrain basically doesn't matter. Three things are important: maximizing approval planning for the desired population picking a theme for the planet and going all-in on that theme The first two really go together because housing districts give adjacency to entertainment districts. On your home world, you're probabl

10 Replies 14,164 Views

[quote who="Basilisk83" reply="16" id="3843118"] yeah, the thing i really like about the navigator command ships is the couple that are survey vessels, gives them lots of good, tough survey vessels. [/quote] Yes but I've learned the hard way that you can't set them to auto survey because the bot is not clever enough to keep them away from the Precursor Sentinels. Feature Request: be able to move ships with the keyboard or numeric keypad.

44 Replies 129,224 Views

[quote who="trancejeremy1" reply="14" id="3843077"] Interesting, I've actually found the opposite to be true, that commander ships were mostly worthless. They might have high stats at first, but they are still only one ship (and can attack once per turn), are slow, and hit points heal very slowly. And if you research the tech for middle or higher tier commander ships, you passed up researching the ability to simply make better ships [/quote] To me it depends

44 Replies 129,224 Views

Version: 0.81 Details: I'm deathly afraid of Precursor Sentinels so I want my probe to take as wide a berth as possible around them. If this takes me past a subspace gate, I get the "First Slipstream" video even though I never went through the gate, just past it. Expected Behavior: Nothing Actual Behavior: I get the video How to reproduce: Open save file. Find the probe in the NW part of my starting sector. Make it go west to the edge of the sector,

3 Replies 4,035 Views

While we're on this topic, it also sucks when the empire capital is at the end of a peninsula so its innate +2 adjacency is basically wasted. Every new game I cry a little bit when I see that my capital is in one of the worst tiles on the planet.

6 Replies 9,194 Views

QUESTION What exactly is the snuggler mechanic? My read is that if you own a single snuggler, most (all? do Yor snuggle?) citizens get a +3 bonus to approval. That seems a bit silly because they aren't consumed but there is no discernible benefit to having more than one, other than perhaps as trade bait. Unless the adjacency bonus to your snuggler farm is beneficial, it would appear that the thing to do is replace the farm with a more useful tile. Is this what the

12 Replies 26,821 Views

[quote who="gypsy2299" reply="7" id="3842774"]You could try the far setting with fewer AIs for your opponents or if you are one of the players that just must have trade less AI with medium distant opps so fewer are creeping up on your fourth point of contact ready to jump. I play far with less than five AI and they being the more Benign available. [/quote] I guess, but if you don't interact with the AI very much and there is zero risk of war, it's not much of a game. I

44 Replies 129,224 Views

Because at the top of the screen is where I expect to go to flip to the shipyard for that world or to cycle to a different world. I really don't think anyone seeing this game for the first time now would think anything of that location.

10 Replies 13,027 Views

As I said elsewhere: [quote who="slarjy" reply="18" id="3842390"] However, if I don't have a great feel for what the game is at this point. Right now it feels pretty binary. Either you get the fourth commander ship before your most aggressive neighbor or you lose. Gifted difficulty + very fast pace seems like the sweet spot for me. With that combination, I have not yet discovered any strategies for overcoming a mediocre race and/or starting position

44 Replies 129,224 Views

[quote who="Yskonyn" reply="42" id="3842672"] GC3 showed that simple combat and a pretty obsolete ship editor with regards to combat dynamics is something people fall over. [/quote] Apologies if this is a language barrier thing. I interpret "fall over" as positive, but my perception is that GC3 did not do much of anything well and flopped as a result. Gaming media outlets are already reporting that the game will release this year.

48 Replies 211,349 Views

The question is what the developers should be spending their time on. There are the combat aspects and then there is this whole other game that is about building an actual functioning empire. Let's just say I'm not convinced that side of the house is in order either ( link 1 , link 2 ). IMHO it is more important to get all that sorted out so that early game domination isn't the

48 Replies 211,349 Views