What's going to happen is every planet is going to built in the exact same way. If the goal is to prevent lock-step specialization, this is going to backfire pretty badly.
marigoldran
The GC III economic model doesn't work. Money is pointless, and the late-game production numbers become so exponentially large that it got ridiculous. The GC II model did work. So why did you change it?
On the higher levels program the AI to be better at managing the planets than at lower levels.
If the goal is to prevent lock-step specialization, this idea is going to backfire badly.
It doesn't at all give a GC2 feel because the economic system is totally different in GC3. What's going to happen is the top players are all going to build up their worlds identically to take advantage of the global settings.
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
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
Now that's gone, what's left?
Really, really big bonuses. Because the Planetary governor totally sucks.
I'm wondering why you can't designate planets upon colonization and have a fixed (but separate) production wheel for each planet.
[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.
Are you sure I'm American?
I wasn't the one who necroed it. It's GavinRuneBlade's fault. [e digicons]>:([/e]
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.
Fox News is pretty supportive of the previous president. As long as you act like George Bush those propaganda centers work just fine.
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
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
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
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
Just build factories and only factories on all planets, with 100% manufacturing on the global wheel. Use Economic Stimulus and Research Stimulus for money and research. Consequently, this allows you to skip entire tech lines. It also gets around the "Global Production Wheel" nerf. Thoughts?
You still want to specialize your planets given the adjacency bonuses. Given the AI's current incompetence, Gal Civ III was only fun as an economic simulator sort of like Sim City.
The problem is the exponential growth. Give the AI too many bonuses and the human can never catch up. Give the AI some bonuses and due to exponential scaling, those bonuses don't matter by mid/late game.
The AI isn't as good as Civ IV: Realism Invictus mod though. That's the standard I'm judging it against.
I'm wondering if the developers should just totally get rid of the "war" concept and instead change the game title to: "Galactic Economics III." I wouldn't mind.
And yet almost everyone agrees with me on the problems. [e digicons]:D[/e] Do YOU like the state of the AI currently?