Jemelby Jemelby

The Game Starts with Fun, and Ends With Work

The Game Starts with Fun, and Ends With Work

I really enjoy the first 15-20 turns of every game. The mad dash for planets, anomalies, and resources. Then around turn 30-40, you can usually count on a defensive battle or two. After than, it's pretty much a matter of clicking the turn button until your economic machine cranks out enough credits to buy off everyone, or your research machine cranks out enough tech to win.

I'd really like to see something to make the middle-end and end game more exciting. Maybe the appeance of super anomalies that you can only get if you own the space. Honestly, who even bothers to equip ships with survey modules? All the anomalies are gone by the time you can space the production capacity to equip ships with them.

anyway.... it's still a great game.
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Reply #26 Top
I think it would be fun to have some random event like a Dreadlord invasion, or some other alien even more uber-powerful that was basically like a force of nature, moving across the map and causing destruction for everyone, then it disappears. Something like the V'Ger ship from the first ST movie. No chance to communicate or fight it, just get out of the way until it's all over. That would definitely shake things up.

My endgames stay pretty interesting because I get bored with pure influence or tech wins, so I usually can't resist invading someone. Or starting proxy wars and trying to manipulate everyone until I can pick up the pieces. Although I still have to work on my diplomacy... I'm not that good at it. I'm better at straight conquest than string-pulling, so that's a challenge that's keeping the game interesting right now.

P.S. love the "defend the Snathi" idea!