another way to limit colony-spamming

I noticed that one of the reasons why different-classed planets were introduced was to reduce the benefit or emphasis on early-game colony spamming. I have another suggestion - introduce planetary invasion MUCH earlier in the gameplay.

This would SEVERELY limit colony spamming since early-game there would be little resources to defend over reaching colonial development - which sorta adds some realism also.

Maybe cut the range of early ships in half and colony and troop ships in half again - let range be slowly researched and developed? More limited range would also limit colony spam as well as limit overly-ambitious home-colony invasions...
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Reply #1 Top
I like the colony ship speed/range limitation idea but not the early invasion tech. Players would be able to take advantage of that idea much more than the AI.
Reply #2 Top
I think it would be even cooler to put it in the hands of the U.P. Take away the ability to research the first level of all of the extreme planets form everyone, then have the U.P. dole the techs out like an 1800's style land grab. The dialog pops up, "Okay, people, you now all have the ability to land on radioactive planets. Go!"

Then there's a mad dash to build transports and grab those planets, possibly having to fight off enemy fleets, and then researching the next level tech that will let you really use that type of planet.

For races who start out now with extreme techs at the beginning, though... I would just give them other techs to make up for the loss.


Reply #3 Top
Then there's a mad dash to build transports and grab those planets,


hmm well i'm sure most human players would anticipate such a possibility and have transports on standby near each potential planet. So there would be no land rush, just a free boost for the human player every now an then.
Reply #4 Top
I don't see how spamming colony ships is nessacarly a bad thing. So long as you keep a balanced budget, and don't burn yourself out in the process, there shouldn't be any problems. In fact, I would go so far as to say that one might ruin their chances at winning at this game if they don't do a good job at colonizing planets.

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I have another suggestion - introduce planetary invasion MUCH earlier in the gameplay.


I think this is a bad idea. Invading a planet might fail, but colonizing a planet always work. Also, to invade a planet, you have to be at war which slows down the rate you aquire planets, largely because your industry is being geared to war instead of colonization. Plus, any race that avoids war is left free to colonize the planets the waring nations are missing.

I don't know about you, but I'll stick to colonization.

Maybe cut the range of early ships in half and colony and troop ships in half again - let range be slowly researched and developed?


That wouldn't work well. Get a level or two in life support tech, and maybe install a life support module or two, and you should be able to travel maybe 2 to 3 sectors away from a planet. Use starbases, and you can extend the range much further.

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That said, right now I can only think of 3 things that would give me pause, or make me stop colonizing planets altogether.

1. Economics
Somehow I run out of money, and thus I'm unable to fund my factories to make more colony ships.

2. Nerfing
Somehow, I'm prevented from colonizing any additional planets. It has nothing to with player skill. I'm just prevented from doing any further colonization in either an unfair way, or in some unusual manner.

3. Tactical Decision
I decided that it would be more prudent of me stop colonizing planets early so that I might prepare for war.
Reply #5 Top
I don't like the idea of early invasions. I think the aquiring of invasion tech is a turning point in the game where you change from only grabbing new planets to being able to take planets from someone else by force. It turns your faction from a survivor into a possible conqueror.
Reply #6 Top
I still think early invasions are prudent. First - simple realism. Second - it does not have to cost a whole lot to invade a planet. An invasion ship could cost less than a colonization ship considering there is no need for colony equipment (liberate the enemy equipment!) It also adds risk to over-reaching your colony range. No better way to get hozed early-game than to find the enemy has colonized everything around you (no matter how far from their HW it is) and you have to research a long tech tree before you get a chance to expand --- meanwhile they are digging in...

If a hostile race were to 'colonize' Mars I doubt it would take long for us to develop a way to travel there and kick ass... and that is a more hostile environment than most of the planets in galciv.
Reply #7 Top
I don't like the idea of earlier planetary invasion either. I also don't think it's very feasible anyways since your populations are usually so small, except for maybe at your capital. It's also kind of silly to think you'd be doing invasions with no tech to even build armed ships.

I don't really think you need to limit the colony race - the AIs do a good job of it so it's not like the player has getting an advantage. (except for maybe using multiple super early survey ships to augment income and boost %'s, something they really ought to deal with)

If you really wanted to limit the colony race, I'd add some kind of "social logistics" kind of thing that dictates your max number of colonies. You could have fun with this. You could maybe tie it to diplo/govt techs (and also tie it to map size and colonizeable planet abundance) such that you're limited til you research your first govt, and continue to be limited until the last govt tech that makes it unlimited. Or make it a whole seperate tech line. Maybe tie planet and starbase quantities together and remove starbases from the existing logistics, which could force you to make choices when your total is limited - colonize another world or grab a juicy resource. You could add another ability for racial makeups that bumps this cap slightly and/or add a new super ability for double/triple/unlimited out the gate.
Reply #8 Top
I was pretty much scoffing this thread b/c I don't buy the term colony-spamming. For some of us, the colony rush as-is in DA makes pretty good sense (I do think that the rush in DL is dull, but not silly).

Then Vogar comes along with this neato notion of "social logistics." That sounds like it could be a beautiful complement to the basic restraint built into the economic system, and perhaps one that could add interesting new options for players who are still learning the game economics or never develop a taste for ferocious maximizing.