A repeat-suppressed Psuedo-random process would be optimal, yes. I also believe that certain events should be limited in when they occur (I expect his does happen for some, but if they don't...). For example, that pirate one always seems to occur when _no_one_ has the ability to defend against them...usually right after I build my first constructor.
jpublic
Oh get real. Many games have open gamma tests, it just depends on your terminology. "Gamma test" is a _rarely_ used term. Most companies go direct from Beta to Final. Take any game that's had an open beta test - their "final builds" are analagous to your gamma testing. The question stands - why is Stardock going from a larger test group to a smaller one, when the larger one is the group that's going to find more issues to be fixed?
Forever? For a year? Help me out here, I'm trying to sell your game to some friends, and they're really keen on the subscription idea.
How about a sort of "bureaucracy" penalty? One that gets less offensive depending on government (might be another bonus to going to the more democratic gov'ts). For example, lets set it up so that for medium production (say < 50) you lose 0 production, but as you go beyond that you'd start to lose some. So at like 50-100 you'd lose 2%, 100-150 you'd lose 5%, 150-200 you'd lose 10%, 200-250 you'd lose 20%, 250-300 you'd lose 30%, etc. By the time you get massive production of like 50
I really would love a response, since everything I'm seeing indicated to me that 1.0 will be cool, 1.1 will be better, 1.2 will be even better...
I'm all for the subscription model to get 1.x feature improvements to the game, but I have a question as to the costs. I'm assuming the initial $45 layout was for the final game and 1 year of subscription. Following that, is there any idea what later years will cost?
My method (which has killed me MANY times due to inattention) that gives me a good boost is the following: 1) Jack up pending to 100% at the start. 2) Build like mad. 3) When you drop to 100bc, drop your spending to a single-digit profit, and continue having fun.
I've seen similar behavior, but as Frogboy said, only when I go into debt. Since I use a "spend my money into the dust" technique at the start of the game, unless I watch my money like a hawk, the moment I hit the magic point of -1bc I start seeing morale tank.
I've noticed whenever the senate bill to limit anomaly exploration to sector owners comes in, my Survey ship can still go around stealing all of them, I just keep on getting the "onyl survey ships can explore anomalies" notice right before.
Umm, that link goes to the front page.
Oh, I'm sure they want my techs, I'm just having a hard time figuring out what to ask for. I tend to have them say "uh, no" to whatever I ask. I'd like to see some trades people have done to give me a feel for a level to trade at.
How do you guys get all those concessions/trades? I can't get a penny from anyone. Can you give me some examples of early-game trades you've made to give me an idea of "reasonable" trades? That might be a neat feature request - a diplomacy advisor to tell you "uhh, you're dreaming" on some of your trades.
I'd like to see a strong look at the UI in there. Apparently I keep on missing a lot of features because I don't select detail/other tabs a lot. Also, don't forget an Index/Table of Contents!
I didn't see it. Hmm.
Don't we have this? In my latest game a "new" minor civ was going around doing terrorist acts on a variety of Civs (except me). Within turns everybody had whomped on them.
Well, no, but I'd like a point, for example in the Government Tab, where I can see when the next election is going to happen. For example, let's say an election is happening in 6 months, and morale is a bit low, so I start propaganda campaigns on my unhappy planets to raise morale enough in time for an election. Yes, I do agree that the AI should be smart enough to see through a "drop and raise" tactic around elections.
I would prefer notice that an election's about to happen so I can prepare.
I'd like to make a request that we have a page or something (I'd say a sticky thread, but I don't think this board supports them) which we can look at before we make any requests for features. That way, we'll know before we post whether to bother. For example, I was about to make a request to add build costs to the governor queue window, but I dimly recall it being mentioned before, so I wasn't sure if it was accepted or not.
I see what you're saying. Hmm. Some good points to think about. Would you all consider it a reasonable alternative to making it "easier" to make people happy to instead allow more means to do so? As it is now I see three paths: 1) Technological advancement (improvement X increases morale by +10%) 2) Reducing tax rate 3) Social improvements Is there some way we could perhaps feed resources directly into morale? For example, throwing celebrations and the lik
True, that, but this is the future, with [Reverb]Incredible Scientific Advances[/Reverb]. I personally would expect that it's be possible to keep more of the people happy in that case.
Why shouldn't it be easy? If the focus of my government is to keep people happy, shouldn't that be reflected in the morale of my people? The way it is now, it seems it's just as effective to set it as a secondary or tertiary priority as it is to set it the primary one - my morale still stays at around 50.
Darnit. I wish I could erase posts.
I've noticed some downright weird things when saving and then loading the game. My morale plummets, my economy goes to hoeck, my influence tanks... I'm going along fine before I save/load, and then I'm in the tubes. It's almost like the game re-calculates a lot of values when loading and gets much less favorable results! Anyone else getting this? (Sorry if there's two)
Man, I can't research them any faster - I'm leaps and bounds above anyone else...I'm coming up with new discoveries every 6 turns.
Since it seems that morale is my #1 issue in my games, I've been playing a game with an eye to maximize morale as much as possible. I've been going straight for the morale technologies as soon as I can, I've been improving morale resources out the roof, I've been building morale improvements on every planet and in general I've tried to keep taxes as low as I can. In my current game, I have morale at +135%. Yet, I'm lucky if I can keep an approval rating of 50%, and my planets all hove