colonization events need to evolve or die

Why are we given the answers to the responses before we decide.  these are all two dimensional giving bonus and other points. What's the point seriously. Minimal impact on game play , 2-d story and options that are recycled.

These haven't changed at from Galciv 2

23,258 views 9 replies
Reply #1 Top

Personally, they make me feel "part of the game", rather than "pushing around toy soldiers", so I would miss them. 

What has changed (if I'm not mistaken) is that they progressively unlock a "ideology tree" instead of some late-game bonuses. 

You are right though that they leave something to be desired. They feel formulaic, static and a reason to show a nice picture. 

 

I would love on the planet screen to see results of my decisions: sharing the planet with a sea monster? I want to see it lolling around in the central ocean! 

Also: follow-up events: decide to share? have it attack "beach installations", tearing them down (so I can decide whether I want to risk building there or not). Decide to kill it? Queue environmental / ecological changes. They could give different options to deal with it (e.g. build fortifications - for a price - to reduce severity / frequency of the attacks). 

Reply #2 Top

I like the idea with the follow up to decisions.

Currently it seems a bit easy to get your ideology points from single events. In my opinion not every decision should bring am immediate reward.

If the devs could create a series of events based on previous decisions, it would help the immersion.The player could react to a developing situation, even change his mind and redeem from mistakes in the past.

 

 

 

Reply #3 Top

It does seem a little dated and you end up just picking the ethos answer type to fill buckets and not caring about the actual event..New games like KingArthur did these better.

 

Why should that primitive race we give a reservation not rebel and slaughter the colony in the future?  

Reply #4 Top

I was under the impression everything out now is a placeholder

Reply #5 Top

I like the system. That I have seen, there are currently two types in the game right now. One if the usual pod-people that basically screws the "good" guys in exchange of nothing. The second one is actually more balanced, every ideology getting some kind of benefit out of it (I prefer the "good" one because it's a reserach bonus and those bonuses are gold-pressed latinum to me).

I'ts nice to think that this time, the event system will be more varied in its options, sometimes giving better choices for one ideology or another. That seems a good improvement over the classis system. In addition, you can develp the three ideologies at the same time while the old system it was just a straight line going from one extreme to the other.

The type fo benefits doesn't seem bad to me. They have a chance to explore and expand the system. That may include follow-up events and/or hidden stats for future galactic events or whatever (remember screwing those blue natives early in the game? Guess who rebeled and took all the unobtanium).

The fact that you get a benefit/penalty as soon as you pick, is ok to me too. Now or later? In the end, once you know the event, it boils down to when you get the bonuses/penalties, and you will keep pikcing based on what you know it gives.

I don't want the system to die and I'd bet for Stardock trying to improve it along the alpha and beta.

 

By the way, the ideology buildings give you the most ideology points. At least if you are really trying to rank up some unlocks. You may want to slow down the process by unlocking first the first level of each idelogy so later in the game you can stock points of every ideology (thanks to building unlocked at first rank).

Reply #6 Top

Quoting ParagonRenegade, reply 4
I was under the impression everything out now is a placeholder
End of ParagonRenegade's quote

 

This echo's my thoughts upon seeing it. There's currently very few (I've only see two, but reports are that there are actually four) and they're placeholders so that we can test out the new ideology system and have a fiddle with that.

 

Fate,:beer:

Reply #7 Top

I agree there should be some involvement with these 'choices'.  Bare minimum for gain involving a building tile in use to achieve the planet wide gain.  Since many of the good choices involve losing a strategic gain, there should be some possible consequence to enslavement or other nastiness.


Revolt of slaves.

Revolt of workers who 'volunteered' to serve the cause.

Medical consequence to use.

ect.

Possible benefits for being 'nice' down the road would be cool as well.

Reply #8 Top

I would like them to have the ability to code events like that, more so then they themselves adding it to the game. That would allow for some great mods!

Reply #9 Top

Quoting GTRanma, reply 8

I would like them to have the ability to code events like that, more so then they themselves adding it to the game. That would allow for some great mods!
End of GTRanma's quote

You can in theory

GameEventDefs.xml has the data for specific events and their impacts

UIText.xml has the flavor text for each event

 

Right now most people are seeing 2 events. However there are 2 others in the XML