- I played the game with the newest version and I also realized that its easy to have good relations with all the other races. But if you play on a small map and the same amount of alien races (galaxy is quite cramped that way), then the relations are detoriating very fast and after 20-30 turns multiple races will have declared war against you. So perhaps it makes sense to set the diplomatic modifier for having colonies near other races depending on the number of star systems and alien races.
I like that we have so many options for designing a ship but there is no information found about the differences of light/regular/heavy beams except their firing arc. Regular looks to have double the dmg/space/cost so it shouldnt be worth it because of the restricted firing arc and it also feels like the light beams have a better hitting chance. The only advantage I see with a heavy beam is that it can fire on planets. Are there any other advantages?
Is there a reason why the ship looks down in the ship desing? My first thought was that the top was the front of the ship so I equipped the weapons only there. After my first fight I realized my mistake and I still get confused every time i design a ship.
My current playstyle consists of upgrading industrial and science buildings on every world that is at least average in ressources. On the poor planets with a high population I only build science labs and no industrial buildings so that i can get nearly 100% scientists (more scientists, more research). I dont see an advantage in having a planet without science because the only advantage of 100% workers is that you can get a little bit more money (and you rarley starve for money). Are there still some features missing that makes use of an industrial focused colony or did I just not find them?
Feedback and suggestions
Feedback and suggestions
I played the game around 8 hours and I really enjoy the overall experience and feel of the game. Here is a short list of my thoughts:
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- Contributor
- Posts: 98
Re: Feedback and suggestions
Nice suggestions, I would like to add two to it.
About the map, starts, and AI getting annoyed at starting with you close. I had a game on medium, where 4 of us started next to each other in a little box. I had the side, the Varaia had the top, then the Kamzaks were my neighbor, boxed in by the two of us, and the Aquatic race was buried into a corner with us 3. That was a little cluttered when the map had huge open spaces.
As for colony management, I noticed this too. Generally you go full Ind/Science if the world is abundant or rich, and go science only if the world is poor. That is the only specialising I seem to do. Sometimes I do focus all Ind on a mining world (gold and gem), but since your economy does grow fast, that boost (which is nice in the early game) is not so badly needed anymore. So even those get balanced Ind/Science, I still make a lot of credits, and get a tonne of research too. Like you said, at one point credits are not an issue, so even when you have the super profitable mining world, it will be better to go split since the extra science is always good.
I suspect it is because science is too dependent on population. So once your world is high population it generates so much science you would be crazy not to build a Research Center (and since you're usually rich by that point in the game, the loss of revenue is not a problem).
About the map, starts, and AI getting annoyed at starting with you close. I had a game on medium, where 4 of us started next to each other in a little box. I had the side, the Varaia had the top, then the Kamzaks were my neighbor, boxed in by the two of us, and the Aquatic race was buried into a corner with us 3. That was a little cluttered when the map had huge open spaces.
As for colony management, I noticed this too. Generally you go full Ind/Science if the world is abundant or rich, and go science only if the world is poor. That is the only specialising I seem to do. Sometimes I do focus all Ind on a mining world (gold and gem), but since your economy does grow fast, that boost (which is nice in the early game) is not so badly needed anymore. So even those get balanced Ind/Science, I still make a lot of credits, and get a tonne of research too. Like you said, at one point credits are not an issue, so even when you have the super profitable mining world, it will be better to go split since the extra science is always good.
I suspect it is because science is too dependent on population. So once your world is high population it generates so much science you would be crazy not to build a Research Center (and since you're usually rich by that point in the game, the loss of revenue is not a problem).
Re: Feedback and suggestions
I would like to add something concerning the point with the rotation of the ship in the ship design mode (looking down). During the tactical combat you also see your ship on the left port and the target on the right. Both of these are looking up so its inconsistent and adds to the confusion.
Perhaps it would even make sense to show the ships and their structure points in the same angle as the current rotation of the ship. This would make it easier to discern which side of the ship is already damaged so you can attack from the right angle.
Perhaps it would even make sense to show the ships and their structure points in the same angle as the current rotation of the ship. This would make it easier to discern which side of the ship is already damaged so you can attack from the right angle.
Re: Feedback and suggestions
Well, I honestly think the specialising will be a good thing to have in this game, where a research colony doesn't have any tourism, I mean, I know I love the whole science thing and glad cures are being worked on, but I certainly wouldn't want to tour a research facility that is working on a dangerous strain of a lethal virus.
So, why not have buildings specific to specific specializations and those buildings are the only buildings you build on those specific colonies and like research points, the stuff you make on one world could work towards other colonies, like food, industrial materials, this is where importing and deporting comes in.
So, if you find a world with gems or gold or something like that, you colonize it and make it into a mining colony and all the builds you make are all about industry and money making, the only world that does a whole balance of all the fields is the homeworld, the rest are specific.
It might be a bad idea, but this would help with money being too easy to get since right now, industry gets you money, trade, gets you money and tourism gets you money.
So, it would be better overall that instead of lowering how much you make from industry, tourism and trading, you make it only available to specialized worlds, like gem deposits, or life forms, that improve research and so on.
thoughts?
So, why not have buildings specific to specific specializations and those buildings are the only buildings you build on those specific colonies and like research points, the stuff you make on one world could work towards other colonies, like food, industrial materials, this is where importing and deporting comes in.
So, if you find a world with gems or gold or something like that, you colonize it and make it into a mining colony and all the builds you make are all about industry and money making, the only world that does a whole balance of all the fields is the homeworld, the rest are specific.
It might be a bad idea, but this would help with money being too easy to get since right now, industry gets you money, trade, gets you money and tourism gets you money.
So, it would be better overall that instead of lowering how much you make from industry, tourism and trading, you make it only available to specialized worlds, like gem deposits, or life forms, that improve research and so on.
thoughts?
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- Contributor
- Posts: 98
Re: Feedback and suggestions
Hmmm, speaking of colony management I had an idea.
How about you can only build one of the tier 3+ buildings on a colony? Except the capitol, which can build all the tier 3+ (this means, to avoid exploit's, when a capitol is scrapped (so you can another one elsewhere) it will auto scrap the tier 3+ buildings too).
This will require some tweaking with trade and tourism, because you will almost always choose Commerce Center over Planetary Coliseum (except for a few special planets). Also Agricultural Centers will need to be reconsidered. One option is to leave Farming out of the limit, so that you can build the tier 3+ farm and one other tier 3+ structure on your planet. Tier 3 farms are used to liberate the workforce for the other sectors, so getting more output for the price of its maintenance (so it still works).
I don't think it is an arbitrary limit, the tier 3+ building represents a planetary level focus, so it is not far-fetch to assume a planet can only have 1 focus. Capitol's get the exception because it houses your empire's heart, and in a way every planets supports it. This also have the added benefit to give smaller empires a fighting chance as everyone has one 'awesome jack of all trades' world.
How about you can only build one of the tier 3+ buildings on a colony? Except the capitol, which can build all the tier 3+ (this means, to avoid exploit's, when a capitol is scrapped (so you can another one elsewhere) it will auto scrap the tier 3+ buildings too).
This will require some tweaking with trade and tourism, because you will almost always choose Commerce Center over Planetary Coliseum (except for a few special planets). Also Agricultural Centers will need to be reconsidered. One option is to leave Farming out of the limit, so that you can build the tier 3+ farm and one other tier 3+ structure on your planet. Tier 3 farms are used to liberate the workforce for the other sectors, so getting more output for the price of its maintenance (so it still works).
I don't think it is an arbitrary limit, the tier 3+ building represents a planetary level focus, so it is not far-fetch to assume a planet can only have 1 focus. Capitol's get the exception because it houses your empire's heart, and in a way every planets supports it. This also have the added benefit to give smaller empires a fighting chance as everyone has one 'awesome jack of all trades' world.