Reply #1 Top

I don't know right now. That said, planets as there are in GalCiv 2 don't need it. A tile is a slot for putting planet improvements. From what I understand, hex tiles are favored for things that move around, not for placing things. As such, I see there is little reason to make the change.

Reply #2 Top

They could be removing the planet maps. I hope not because I like them and think you could do a lot with them. I think if they keep them, then they will be hexes so they match at the very least.

Reply #3 Top

I hope the colonies will be more like in Imperium Galactica II; 3D.

Reply #4 Top

I didn't like how you developed your world in GalCiv 2. It wasn't the best system for figuring out what your planet had, and it also wasn't the best system to for keeping things organized. If I wanted to know that my world had 1 Starport, 1 Counter Espionage Center, 1 Advanced Navigation Center, 1 Power Plant, etc, I would need to find them on my planet map. Likewise, if I wanted to know how many factories a world had, I would have to find them and count them. I think it would have been much simplier.

If I were to design a planet development screen, I would likely include a line for special planet improvements for things like Starports and Counter Espionage Centers, another line for morale and farming (since you often have to manage both at the same time), another line for factories (and include UI to automatically count the factories and output), another line for labs (similar to factories), etc.

Reply #5 Top

Quoting DivineWrath, reply 4

I didn't like how you developed your world in GalCiv 2. It wasn't the best system for figuring out what your planet had, and it also wasn't the best system to for keeping things organized. If I wanted to know that my world had 1 Starport, 1 Counter Espionage Center, 1 Advanced Navigation Center, 1 Power Plant, etc, I would need to find them on my planet map. Likewise, if I wanted to know how many factories a world had, I would have to find them and count them. I think it would have been much simplier.

If I were to design a planet development screen, I would likely include a line for special planet improvements for things like Starports and Counter Espionage Centers, another line for morale and farming (since you often have to manage both at the same time), another line for factories (and include UI to automatically count the factories and output), another line for labs (similar to factories), etc.

Maybe include icons hovering around the planet in the galactic map.

Reply #6 Top

I have one very good logical question, WHERE in the entire universe are you going to get enough enough rocks to build a whole new planet, when clearly you have to take apart an entire planet or asteroid field that already exist to do it. Can you imagine how expensive this would be, you might as well say screw planets and make planet sized space stations that has some sort of super ability.

Oh, right... I guess you found the flaw with making planets, it would be utterly pointless since a class 0 planet would be torn apart in the process...

Reply #7 Top

While reading this topic i had a stroke of brilliance. Her it goes.

I am a big fan of Xcom series and since the new big DLC is a few month away i have been putting some serious hours in that game. In Xcom you get adjacency bonuses for placing structures of one type next to one another put 2 labs to one another and you get a research speed bonus, put 2  workshops together and you get manufacturing discount on construction completion, satellite up links give bonus satellite slots and so on.

I think this system has allot of potential within galciv. 

Lets make a few examples.

First of all it would be great if you yourself could place the initial colony structure where ever you desire, this can be a straight out feature or unlockable with tech or both. To avoid abuse i think initial colony structure should be restricted to bare tiles (no bonus tiles). Or again ability to place it on bonus tiles could be unlocked with research.

That said Colony structure is building responsible for all social and scientific production and if you build factories next to it you will receive social production bonuses or if you build labs you get sci. prod. bonus. Bonuses can be ether flat production, or maby a cut for construction time fx. 1 week cut for every 2 factories up to a maximum of 3, this is where hex system could come in because you can only build up to a 6 building around central hex.

Now since initial colony structure is responsible for soc. and sci. prod. the star port will be the head structure for the mil. prod. so if you build plants next to it you wil get similar bonuses as mentioned above to mil. prod.

I always found galcivII planet building system exciting(compared to SM CivIII) but a bit flat in the long run since after you have filled bonus tiles you could just place the rest of the buildings in absolutely random spots with no bonus or penalty.

Since there are many different buildings in the game with many different bonuses and traits you can come up with a myriad of adjacency bonuses. I think my suggestions can really create a very big pool of possibilities for adding depth to the planet building portion of the game.  

I rly hope someone will read this because i my brain was spitting like crazy her :)

 

P.S. sry for any grammar mistakes.

Reply #8 Top

Regarding planet improvement adjacency bonuses.

I think that such a system would become tedious and exhausting on larger maps. On larger maps, you almost want to make clones (like factory world clones, or research world clones), not unique worlds that optimize the locations of planet tiles. When you have 200+ worlds, do you really want to optimize every single one?

I don't think there would be good reasons to optimize every world when you got lots of them. When you give features to players as something they can do, many will think that you need to use that feature even when it is bad idea to do so, or when it is not worth you while to do so. If it is not something worth doing, it'll likely to get ignored or something.

If you can come up with a better way to implement it, I'll consider it, but otherwise I think it'll save trouble and frustration to not implement it.

Reply #9 Top

I understand your concern. The less tedious and straight up simple way to implement adjacency is to do it exactly like in Xcom. Factories placed next to each other give bonus prod. labs placed next to each other give bonus sci. prod. This can farther extend to Economic, Agricultural and entertainment buildings.

My favorite map size in galciv2 is gigantic and i usually have up to a hundred planets close to the middle of the entire game, and you are right i generally only fiddle around with planets close to front lines of my empire when creating new forge worlds. And in this situation it absolutely is worth my while to optimize a particular planet to give me as much mil. prod. as possible because i want those warships faster. This would also go hand in hand with world specialization.

 

 

Reply #10 Top

I tend to care about certain worlds, specifically high bonus, high PQ, or those with good colonization bonuses. A planet that can crank out +60% ships deserves lots of care and micromanagement, a random 12 PQ planet with a x2 manufacturing bonus tile is going to get a factory on that time, then stock market spammed until I build over the factory and that's the last I'll ever care about it.

Reply #11 Top

Quoting WIllythemailboy, reply 10

I tend to care about certain worlds, specifically high bonus, high PQ, or those with good colonization bonuses. A planet that can crank out +60% ships deserves lots of care and micromanagement, a random 12 PQ planet with a x2 manufacturing bonus tile is going to get a factory on that time, then stock market spammed until I build over the factory and that's the last I'll ever care about it.

Yeah that's exactly the same way i play. All i rly want is for the game to have a planet building system that will reward a player who loves planet management but at the same time will not punish players who just dont care about this kind of stuff and want to get on with something else.

All in all this is a 4x game and you can spend as much time fiddling around with different things as you want because time is not moving.