first impression
from
Stardock Forums
Hi there,
yesterday I tried out the game, and I must say, I´m more than impressed.
A little constructive feedback for anybody who´d like to read through... (hope you´ll see it that way). I´ve been designing a role play game for about 5 years, and it´s nice to see some of the ideas actually playable in a game.
Who knows Civilization3 or MoO3 knows what a lack of devs fixing bugs can mean, you guys are coughing up those patches like, um, I have no comparison, think of something positive please.
First things first, I haven´t seen all of the game yet, so I apologize if I critizise stuff that´s actually in it or has been demanded by hords of hard to satisfy customers in another thread below.
It´s a pity that ships can´t be individually created, but I´m not missing it badly personally, it just makes ship fights more predictable, which decreases game fun or suspense a little.
Also, It would be handy if I could see what kind of treaties and contracts I have with other civilizations going on. Let´s say I extorted the Drenin for 50bc a month for over two years, I might not remember this a year later when my treasure chest becomes stone-empty again. So, it would be nice to see who I´m already squeezing out like a juicy lemon and who´s next.
Autodispatch of ships is a nice idea, how about setting destination or forwarding points? A huge galaxy is o.k., but not big enough for a game that I want to occupy me for a year or so, ...makeitbiggerplease?
Trading with other Civs is a little bit too easy, I juust have to turn the slider until I exactly know how much they´re going to play. If my advisor - I presume that´s what´s being represented by the green or yellow color - can tell me exactly when the Civ will agree, what´s the fun, a little less predictability would be better imho, add a X+1% uncertainity to the acceptance of an offer, improving after diplomacy tech and stuff like telepathy (I´ve seen thought police in the tech tree, not sure about this one). After all, you don´t get predictions when distorting money, so why can you look into their heads when trading?
BTW, the city overview of Civilization is more practicable than the planets line up in the right window. I found it a little bit difficult to decide where to build a galactic wonder, which city might be better suited, showing me a chart with the manufacturing power and the improving trait compared to all other planets. That would easy decision-making when the issue of the political or economic capital is on the table.
With a hex editor, you can cause havoc, was that intended?
Something else... it would be nice if I could change the vistory conditions later in the game. Not adding new ones as it pleases me, but removing existing ones. The reason why is that I have a great game going on but my cultural influence seems to be too bug - but it´s fun to play, even a natural PQ26-planet (muahahaha) and a totally interesting treaty and trade net with other Civs. Turning off a victory condition wouldn´t be a disadvantage for a Civ, or would it? Just curious.
Is there a graphical "planet view" hidden somewhere? You have those little 3D social structures, but how great would that be to be able to watch your planet grow as in Civ3? (yeah, the best ideas are stolen, what a bad world we live in...)
The tech tree is missing btw. In game, I have *no* idea what is leading where, again, take a look at Civ3 please.
It is also strange that I can change production or research progress from one project to another without loosing at least a part of that progess. What does defensive theory have to do with diplomacy, a concstructor with a battleship or a news network with a fusion plant?
Speaking of social projects, a pop up in the governor screen showing what project is giving what kind of benefit to a planet would be handy - but perhaps it´s just me, I have to flip between the production screen and the governor screen to decide what to put next on the queue.
Is research and economy only possible to improve by social projects? How about invests in "infrastructure", improving the general condition on planets by government spending i.e. (let´s say, more schools, better transportation, etc. all included into that one term)? That might help improve conditions a little when a planet is too small and takes forever to build even a small social project.
Congrats for the AI, a Civ set as "fool" is indeed a fool
Something else that I wonder about: I have tried to play as the good guys, clicking almost 70% "good" for events, but the news robot and the UI is still the same, but on the other hand it changes rather quickly when playing as evil.
One downside I noticed at the fool level
was that the winning strategy is simple: Colonize like crazy. This may be realistic, but perhaps a stronger morale handicap for distant colonies might help - or playing with a higher AI level. 
Loosing in the senate doesn´t really hurt, does it? Any party has it´s advantages, so what gives
but how about an additional penatly when you´re not chairman or president or whatever? Like more frequent voting even on smaller matters than war?
I know the background story, but how about a little bit more diversity with alien major Civs? 6 of them even in a huge galaxy is sometimes not enough, and playing always as human is the same issue. Just a thought.
Is there a good place where I can read about the GIA and what exactly happens? Assasinate enemy leaders, sending out agents to steal tech, sabotage ships, destroy projects etc. would be great - as well as a galactical DOD
On some planets, there are indiginous populations which suddenly don´t seem to matter anymore when the planet is culturally bombarded or there´s unrest or an invasion, one screen when colonizing is nice, having prolonged interaction rules.
Having just three trade routes is a problem of game balance - but there are usually six major powers, perhaps decreasing the power of trading routes and increasing the number of trade routes would help in terms of galactical understanding and stragetical planning
I´ve seen a program somewhere to create events and ships etc. - can this also be used to change the game rules?
O.k., I have just mentioned half of the stuff, but I guess nobody is reading down all the way so I just stop rambling.
best regards,
Grendel
yesterday I tried out the game, and I must say, I´m more than impressed.
A little constructive feedback for anybody who´d like to read through... (hope you´ll see it that way). I´ve been designing a role play game for about 5 years, and it´s nice to see some of the ideas actually playable in a game.
Who knows Civilization3 or MoO3 knows what a lack of devs fixing bugs can mean, you guys are coughing up those patches like, um, I have no comparison, think of something positive please.
First things first, I haven´t seen all of the game yet, so I apologize if I critizise stuff that´s actually in it or has been demanded by hords of hard to satisfy customers in another thread below.
It´s a pity that ships can´t be individually created, but I´m not missing it badly personally, it just makes ship fights more predictable, which decreases game fun or suspense a little.
Also, It would be handy if I could see what kind of treaties and contracts I have with other civilizations going on. Let´s say I extorted the Drenin for 50bc a month for over two years, I might not remember this a year later when my treasure chest becomes stone-empty again. So, it would be nice to see who I´m already squeezing out like a juicy lemon and who´s next.
Autodispatch of ships is a nice idea, how about setting destination or forwarding points? A huge galaxy is o.k., but not big enough for a game that I want to occupy me for a year or so, ...makeitbiggerplease?
Trading with other Civs is a little bit too easy, I juust have to turn the slider until I exactly know how much they´re going to play. If my advisor - I presume that´s what´s being represented by the green or yellow color - can tell me exactly when the Civ will agree, what´s the fun, a little less predictability would be better imho, add a X+1% uncertainity to the acceptance of an offer, improving after diplomacy tech and stuff like telepathy (I´ve seen thought police in the tech tree, not sure about this one). After all, you don´t get predictions when distorting money, so why can you look into their heads when trading?
BTW, the city overview of Civilization is more practicable than the planets line up in the right window. I found it a little bit difficult to decide where to build a galactic wonder, which city might be better suited, showing me a chart with the manufacturing power and the improving trait compared to all other planets. That would easy decision-making when the issue of the political or economic capital is on the table.
With a hex editor, you can cause havoc, was that intended?
Something else... it would be nice if I could change the vistory conditions later in the game. Not adding new ones as it pleases me, but removing existing ones. The reason why is that I have a great game going on but my cultural influence seems to be too bug - but it´s fun to play, even a natural PQ26-planet (muahahaha) and a totally interesting treaty and trade net with other Civs. Turning off a victory condition wouldn´t be a disadvantage for a Civ, or would it? Just curious.
Is there a graphical "planet view" hidden somewhere? You have those little 3D social structures, but how great would that be to be able to watch your planet grow as in Civ3? (yeah, the best ideas are stolen, what a bad world we live in...)
The tech tree is missing btw. In game, I have *no* idea what is leading where, again, take a look at Civ3 please.
It is also strange that I can change production or research progress from one project to another without loosing at least a part of that progess. What does defensive theory have to do with diplomacy, a concstructor with a battleship or a news network with a fusion plant?
Speaking of social projects, a pop up in the governor screen showing what project is giving what kind of benefit to a planet would be handy - but perhaps it´s just me, I have to flip between the production screen and the governor screen to decide what to put next on the queue.
Is research and economy only possible to improve by social projects? How about invests in "infrastructure", improving the general condition on planets by government spending i.e. (let´s say, more schools, better transportation, etc. all included into that one term)? That might help improve conditions a little when a planet is too small and takes forever to build even a small social project.
Congrats for the AI, a Civ set as "fool" is indeed a fool
Something else that I wonder about: I have tried to play as the good guys, clicking almost 70% "good" for events, but the news robot and the UI is still the same, but on the other hand it changes rather quickly when playing as evil.
One downside I noticed at the fool level
Loosing in the senate doesn´t really hurt, does it? Any party has it´s advantages, so what gives
I know the background story, but how about a little bit more diversity with alien major Civs? 6 of them even in a huge galaxy is sometimes not enough, and playing always as human is the same issue. Just a thought.
Is there a good place where I can read about the GIA and what exactly happens? Assasinate enemy leaders, sending out agents to steal tech, sabotage ships, destroy projects etc. would be great - as well as a galactical DOD
On some planets, there are indiginous populations which suddenly don´t seem to matter anymore when the planet is culturally bombarded or there´s unrest or an invasion, one screen when colonizing is nice, having prolonged interaction rules.
Having just three trade routes is a problem of game balance - but there are usually six major powers, perhaps decreasing the power of trading routes and increasing the number of trade routes would help in terms of galactical understanding and stragetical planning
I´ve seen a program somewhere to create events and ships etc. - can this also be used to change the game rules?
O.k., I have just mentioned half of the stuff, but I guess nobody is reading down all the way so I just stop rambling.
best regards,
Grendel