marigoldran

marigoldran

Joined Member # 5438169
0 Posts 11 Replies 1,807 Reputation

If there's one production wheel for all planets, all of my planets are going to end up looking identical: Build 3-4 factories initially (for expansion and production). 100% manufacturing. Use extra production and build research labs. Change economic wheel to 100% research. Hit the "end of turn button 50 times and research up to what you want." And that's it. Every planet will have a farm or two, 3-4 factories, and the rest r

14 Replies 26,779 Views

1. Blowing stuff up is a little graphic that goes poof. 2. Exploiting is only fun if it is a challenge. 3. You can only expand so many times before it gets boring. 4. Exterminate is boring because the AI sort of rolls over and says "kill me." The problem is all those features you're mentioning is fluff. The core game is unbalanced, the tech trees are all roughly the same with the exception of the Thalans which are

10 Replies 76,508 Views

[quote who="hedetet" reply="5" id="3585632"] marigoldran: Have you tried Offworld Trading Company? Sounds like it's more up your alley given your economy optimization fetishism. [/quote] But the point of creating a massive economy is to create a giant military to cream your opposition into fuzzy pulp. I just wish the AI would put up some resistance along the way to "fuzzy pulp-ness." Otherwise it gets boring.

9 Replies 13,447 Views

Point is: economic micro management should be punished, but not removed. It's realistic. The more you micro manage, the less efficient the economy becomes. On the other hand, with a free market system every planetary governor would want to do their own thing regardless of what the civilization as a whole needs. The goal then would be to balance between the needs of the few vs the needs of the many, giving the game the economic depth it needs.

9 Replies 13,447 Views

It would also be more realistic. And add flavor to the game. Instead of trying to specialize and min-max your planets to 100% efficiency, the goal instead would be to stop your idiotic people from creating economic crashes every 20 turns or so. To quote: First devised by its two obsessive creators in 2002, Dwarf Fortress involves taking a band of dwarves and building them into a miniature civilization. This includes all the implied strategy and resource

3 Replies 9,739 Views

Planets that run with automatic planetary governors build everything faster and provide massive bonuses. Planets run without planetary governors allow you to control things, but you don't get the bonuses. The amount of control/bonuses you get depend on the civilization and the amount of resources you're willing to spend on propaganda/press and listening to the whims of the planetary governors ("useless" pork barrel projects that drain your Treasury, for e

0 Replies 5,126 Views

Your options are either: 1. Command economy. You can micromanage everything on a planet to planet basis. 2. Free market economy. Where you micromanage NOTHING and let planets develop as they wish according to the planetary governors. You can set guidelines as to focus more on research or money or production, but the planetary governors will only follow your guidelines only as much as it benefits their OWN SELF INTEREST (I'm sure there a

9 Replies 13,447 Views

1. Civ IV had good diplomacy, but it got predictable and so it could be exploited. The AI is never good at hiding its intentions like the way a human would. 2. I like massive games between massive, evenly matched empires. Almost never finish my games because by that the where I realize I've won it gets boring. Several hundred turns each game, but they can take 50-60 hours to play due to the length of the late game turns. Each turn in a Civ IV Re

158 Replies 713,105 Views