Klaus1416

Klaus1416

Joined Member # 302468
0 Posts 0 Replies 8,120 Reputation

I think you can define "game depth" in different ways. It has mostly nothing to do with the rule complexity of agame. Eg "go" is a game with a very deep gameplay. But it has only few simple rules. I am really looking forward to Galciv. But I think the designers did not pay enough attention to a very important thing in 4x games. The ships and combat. On one side the designers say that they dont like to have a better ship combat system, because this detracts from the goal of th

23 Replies 608 Views

I think sector borders are ok if -you have 2 kinds of sectors. First are YOUR home sectors. These are sectors which have only your planets in it. Secondly you have "contested" sectors. In these sectors another race have at least one planet too. The diplomacy screen of the other race you have peace with could have several border option boxes for the 2 kind of sectors. Just activate them or not if you contact the race. The boxes could be: - military ships entering a

43 Replies 814 Views

What do you think about the idea that the technology costs are connected to the galaxy size? Small galaxies have maybe 50% of the costs while huge ones have several 100% of the standard costs. The reason behind it is clear. In big galaxies the player has normally a lot more tech centers and he is much faster in climbing up the tech ladder. In smaller galaxies a player does hard to reach some advanced techs. By connecting galaxy size with a procentual techcost-modifier, a player can climb up the

8 Replies 226 Views

Oh I think this is not really the problem. I did not suggest a simulation of the galaxy. All I suggested was to enrich the strategic movement options of a player by adding a layer. If you like it I can say that the layers present different dimensions or that one square of the galaxy represent just a cube of one lightyear. (a sector would then be a box of several lightyears in size) If the milky way is just 800 lightyears thick, then you could pile up 800 levels or sector boxes in the galaxies ce

18 Replies 379 Views

I am not sure about the quality of MOO3. I mean at least a good third of an 4X SF game is about fighting ship combats. And they have a real time tacical combat engine which I refuse to play. (I know its my problem that I am not playing real time games, but why the heck did they change the good old turn based tactical engine of MOO2?) I cannot believe it...and I think this will be the end of the MOO series cult status. Certainly alot of new players will be drawn to this new incarnation of MOO, bu

45 Replies 1,111 Views

"But that said, each new version will be significantly different. I.e. there will be a bunch of GalCiv 1.x's with a lot of new features but then GalCiv II would have a ton of new features not seen previously" Good to hear. I hope in Galciv II you will improve space combat :) a fast further wish list if you allow: - a real well designed trading system. I miss extensive trading rules in almost every empire building game, except Imperialism I and II. (anyone played these gam

18 Replies 379 Views

It seems there is not much effort to let the players develope their own ship designs. This is IMO not a very clever idea. (sorry to say this) The developer says that he wants in galciv to emphasize the strategic/political aspect of empire building. Designing single ship classes is not really important in this respect. Ok I can understand this approach. But if I follow this strategic path, then its even more senseless to have single ships with special combat factors, hitpoints o

0 Replies 188 Views

Paul, -the trade symbol could be pregenerated during galaxy generation -for merchant players the program could generate "extra" trading planets which cannot used by non merchant players. Or a merchant player could have a certain amount of "automatic" trade routes from begin on. -a merchant player could also have a revenue bonus per route, because he is an expert in getting a good price for his goods. -the best option for merchants to be as interesting as milit

39 Replies 1,207 Views

How about the following system: -In order to trade an empire has to have one or more planets which have a "trade symbol" as feature. -For each colonized planet with a trade symbol an empire can open one trade route. (with all the little freighters zipping around or so) -the revenue from the trade route can be modified by technology (freighter size), piracy, planet modifiers or whatever. -Depending on the galaxy setup (few trade planets, medium or many trade planets) you ca

39 Replies 1,207 Views

Hi Jack! Many Thanks for your great informations. Now I have a better picture of the galciv-game and I think I will like it. thanx once more and sorry for my bad english klaus

4 Replies 165 Views

-May I ask if it is possible to stack the ships? And if yes, has it an impact on combat? -Are there a kind of repair ships for damaged vessels? -Did you include a fighter/carrier system? -how does the economic system function? Thanks for your time klaus

4 Replies 165 Views