V1.1 Description
from
GalCiv2 Forums
I haven't noticed a forum discussion topic on this, so a couple of comments/questions:
This is a gigantic and welcome change. Having to think a bit about throwing population around should be very interesting. If you can't quickly ramp up population (and therefore tax revenue), the maintenance on scattered colonies will kill you. On the other hand, if you DON'T take the colonies quickly enough, someone else will...
That seems like quite a flat curve. So at 100% tax, 100 million = 10bc, 1 billion = 33bc, 10 billion = 100bc, 20 billion = 141bc? That seems a little severe. It's hard to see much incentive to go beyond 10 billion, or even 5 billion, population in that case. I think something closer to 0.7 or 0.75 power would 'feel' closer to right. Moving the curve slightly closer to linear also makes the colonize/don't colonize decision that much more painful.
I like quite a few of the other changes as described, especially the AI changes. Though I didn't see anything about the military rating. I really think the military score needs to better reflect actual combat potential. As it stands, the player with the nigger or better ships is always going to be under-valued.
| + Population growth fixed dramatically. This is going to have a significant game play result that we're still having to fix in the AI. Before, on a class 10 planet with a morale of 70 your population would increase at 20% per turn. Now is would change at 3%. The "population growth ability bug" wasn't a bug but rather a problem with having populations in billions rather than millions. The population growth was previously capped at 200 million per turn. 20% of say 1 billion (or higher) reached that cap. So all those bonuses meant nothing. Now, at 3%, if you have a population of 1 billion then you're looking at an increase of 30 million per turn X your population bonus. If your morale is 100%, that gets doubled again. Here's the thing: If you drain a population down to only a few billion, it'll take you a very long time to recover. Say goodbye to mass colony rush. You'll need to be very careful or else you could end up with a vast empire of tiny populations producing no money while smaller empires grow beyond you and conquer your weak but large empire. |
This is a gigantic and welcome change. Having to think a bit about throwing population around should be very interesting. If you can't quickly ramp up population (and therefore tax revenue), the maintenance on scattered colonies will kill you. On the other hand, if you DON'T take the colonies quickly enough, someone else will...
| + Base taxes collected now is the square root of the population of a planet. This may be tweaked based on play testing. |
That seems like quite a flat curve. So at 100% tax, 100 million = 10bc, 1 billion = 33bc, 10 billion = 100bc, 20 billion = 141bc? That seems a little severe. It's hard to see much incentive to go beyond 10 billion, or even 5 billion, population in that case. I think something closer to 0.7 or 0.75 power would 'feel' closer to right. Moving the curve slightly closer to linear also makes the colonize/don't colonize decision that much more painful.
I like quite a few of the other changes as described, especially the AI changes. Though I didn't see anything about the military rating. I really think the military score needs to better reflect actual combat potential. As it stands, the player with the nigger or better ships is always going to be under-valued.