not by any means trying to say "my mod is better than yours"
No need to be so polite Seleuceia, I was much harder on your logistic slot changes, if you don't like something just say it, but in a constructive way.
I'm going to preface my thoughts up front and say I haven't actually played this mod alone, but rather have been using only certain aspects and testing them
That's fine, but do keep in mind a lot of your argument seems to compare culture to trade and the other civics, which operate quite differently in this and equilibrium. Also keep in mind the Advent get an extra culture bonus due to racial abilities, so they start at +25% max allegiance instead of the TEC/Vasari +20%, in addition to allure of the unity/culture pact and of course culture research.
I didn't feel like there was a lot of pressure to rush culture a whole lot earlier than I would otherwise
I'm not necessarily trying to make "rushing" culture a good thing or even make it a substitute for trade. I'm merely trying to make sure it is worth the money and effort to deploy, and to give a meaningful strategic advantage for controlling it (did you test the noneconomic bonuses of culture?).
I felt that basically I had sooooo many more resources than I normally would, and was fleeting up like crazy simply so I could put them to good use...essentially, I felt like I "boomed" too fast and was in the mid/late game earlier than normal...
That said, I noticed this as well and meant to put a bit of advice on how to avoid it from the start: play the mod with one lower income rate than you are used to. This automatically makes the game slower early on before you get culture up, but once you get it the extra allegiance maxes it feel back to once you hit mid game.
so, you basically have the same total max income as vanilla sins but culture is more important in getting you to that level, which is at least my goal with culture....
That's not a bad way to do it either, and my default allegiance changes were just a for the heck of it change, because I felt worlds very far away or only accessible through wormholes were really useless for anything but research and trade due to the lower allegiance. At this point I'm just trying to get the system in place for these mechanics to work right, later I can do the value tweaking your mod specializes in.
hope this was useful to you
It was, I really don't get to play full games very often so all feedback is appreciated.
Sure the factions of Sins are pretty diverse as it is to a point. However this is the first i have seen where specific factions get certain racial bonus's from the get go.
This actually started out as me testing lots of cool things that I hadn't heard of being done before. It was only later I realized that together they could compliment each other well in a unified mod.
IMO the "exploit" needs more focus on top of the "explore"...I saw in one of the screenshots "Advent Embassy" which interested me as in what could a factions "embassy" do to give them an advantage. This would be on top of other "workable" ideas on how to "exploit".
Yeah I kind of see Diplomacy as part of exploit, but however you want to define it the next version is going to mainly focus on this "X". And the Embassies are basically just an easier and more efficient way for players to do what the old envoy system did. Its the now freed up envoy cruisers that will be getting all the new ways to "exploit".
I definitely see potential here.
Thank you, I wasn't exactly sure how things would go after I released this, but it seems to be worth putting more time into for now.
I missed this. The current map is a good start and is really a final version--no structural changes needed--but it would be better to play it through a little first. Sounds good to me. It's not like any other map I've seen so I think it would be great to expose people to map ideas. The other map that I edited out of existence was the "screen shot" map. I need to redo that again. Was great for screen shots and angles.
Yes, we should do another online game with it and perhaps with this mod too. Without one player getting an extra 10k credits or missing trade ports...
Next topic: I'm wondering...what exactly drives your random encounters? Are they templates in the GSD with random variables or have you changed something else? I haven't had time to look under the hood yet.
That's actually a fairly complicated question. Its mostly templates, but you will get other issues with other files depending on what you want them to do. Indeed, if it weren't for some other modding experiments I did earlier I may have never gotten them to work. If you want to use it for something and are having issues I'll PM you the details.
Love the "everything is placeable" feature too.
What exactly are you referring to?