Mike C Mike C

Tiles and Quality

Tiles and Quality

So do big planets really matter anymore? say 5 crappy planets have the same amount of usable tiles as 2 good ones. So do 5 crappy planets == 2 good? Only real benifit I see is that it takes less colony ships for the 2 good
42,406 views 37 replies
Reply #26 Top
are upgrades to existing structures prioritized by the gov. versus new structures, and whether there is a cost discount when upgrading as opposed to building it from scratch.
Reply #28 Top
I thought that was what governers were for? You give your governer a single priority and he/she would carry out the micromanagement details.
Reply #29 Top
constrained to building a limited number of structures. That makes no sense to me. Even a small planet would have a usable surface area far in excess of any structure that could be constructued. But this is apparently beside the point.
Reply #30 Top
do a reasonable job if the player is feeling lazy.

Do we know anything about planetary defense systems yet? Platforms, etc?

Mark
Reply #31 Top
ave a dozen or more is simple... that's the desired game play that Brad envisions. Makes high tilage usable worlds very important, but allows for small worlds to be "research" or "tax" (farm) focused.
Reply #33 Top
at.
Reply #34 Top
to determine defending strength when invaded. But will will have to see how it shakes out in the beta...
Reply #35 Top
I always liked viewing my population number in Gal Civ 1, as it actually had a population number that looked believable, as opposed to the MOO games where the population number was some sort of abstraction that didn't really correlate to actual numbers of citizens. It's just a small touch that I feel makes my colonies feel more "real".

In any event, being a software developer myself, one always has to keep the goal in mind, and then find a way to get there. I'm not really sure what their goal is here, but the whole "tiling" idea, as I've said previously, sound very problematic, and extremely contrived. I hope it ends up being a non-hassle.
Reply #36 Top
Tiling is to make the worlds "more distinct". In GC1, all worlds are basically just PQ10 or PQ14 or PQ25. Tiled worlds have more detail, look distinct, and have distinct things they are better at then other worlds (even of the same "tile count"). That's the real point of the tile system... make each world "distinct". Which is frequently put on a "most wanted feature" wish list. MM potiential is bound to be up, because worlds are "distinct" rather then the same plug and go system of GC1.
Reply #37 Top
I actualy like the tile concept. I trust the Stardock will come up with a suitable AI for managing the tiles. If they cannot, then GC2 will be a total failure simply because the AI empires MUST be able to effectively manage thier planets if the game is to provide any challenge at all. I suspect that the routines the AI empires use to manage planets will be the same routines used by the human player who wants to automate planet management.

Rob