I"m good and irked at the moment; my buddy and I just finished discussing this in detail, so I've confirmed I'm not the only one that feels this way.
1) Pirates. What the #$%(. No rules for pirates? No supply? No cost? Just appear in the middle of nowhere and start raiding?
This is "raging barbarians" from Civ 5, and we hate it. I don't want to DISABLE pirates, I want them to play by THE SAME RULES AS I DO. They should require a supply planet, they should have maintenance, they should have tech limitations, etc. Where are they getting their research from? That non-existent planet?
The same goes for the AI, and the minors.
Grrr.
Pirate are breakaway/criminals etc, they are not a civilization. Now personally I do look forward to seeing them become more invovled (I would love to see LOW moral planets 'spawn' pirates (and likewise pirates lower morale of nearby planets)
Personally pirates seem to be a bit tech stale to me, after the beginning they are usually just a steam role (and often a free ship
, personally when spawned I would like to see them have ships equivalent to the 'average' ship in the nearest ('source') civilization. (or if possible they 'olderst combat in use), Bonus points if ships could actually 'rebel' and leave your fleet to become pirates.
2) Ideology. Wow did you screw this up. 220 turns in, and I've got my first and second ideology picks. Just wow. Two hundred and twenty turns, with Galactic events on Abundant. Apparently Stardock and I use a completely different dictionary, because words like "abundant" and "occasional" mean completely different things when I say them.
Again, as others have mentioned, how many planets do you have, the main (initial) source of points is colonization of planet. the 'random; events are 'extra' also if playing on small number of planet maps, building the 'point' buildings is important and a valid trade off. Get the free Colony ship (my favorite first), or get a building for free points every turn.
Now I do think that the points needed, should be scaled by map size (or perhaps points awarded per planet equal X/Number of planets. So on a small map, you may get even 20 or so points for each colony (but likely only 10 colonies) on insane abundant map, you might get only 1 point, BUT you likely have 20+ colonies before you meet another race.
3) Shipyards. Tripled the price? So, not only are we no longer allowed to build defenders on our actual planets, because NOBODY builds actual space ships in atmosphere... star wars, star trek, pick your poison, canon be damned... but any hope of actual defense is now slow as @#$*, as you either get to take a bloody ETERNITY building it, or send some constructors through the gauntlet of pirates.... good thing we build build BUILD constructors, right?
Shipyard a a VAST VAST improvement over previous versions. Shipyard no real complaint (although would agree a 'lsit' view of them all would be nice, though the 'mini; list on the right hand side works, it would be nice if you could open it up to a full screen window.
Only other thing I would change/add (and maybe I jsut havent figured out how), is if we could specify the default launch direction
4) Carriers. So, apparently the answer to something being useful, is to make it worthless. Niiiice. Quadruple the cost of the mods, plus make them even weaker than before? Now a single carrier can't take out a relatively-equal pirate fleet, or much of anything, for that matter.
Useful to worthless? ¿WTF? They are still the 'best' bang for your buck on building a fleet. Especially per Logistics point. (cost to me is usually less of a concerns, my manufacturing planets usually have plenty of production power).
Now my ideal change would be: 1) part of the 'mass' is hard code (non reducable) based on the base 'size' of the hangar (I.E. you want 100 'size' of fighters, your mass is going to be 100 + overhead, only the 'overhead' is reducable by tech.
And secondly (especially combined with the above), we could customer build the 'wing' in each hangar. I.E. we could build say 2 guardians and 1 assulat ship that used up the hangar space and that was the 'fighters' in the wing).
Now if the above was done (and in truth any way), I personally thing the status of the 'fighters' should be tracked seperately and they really shoudl track damage, having had a carrier use its flight wing 6 times in one turn, and each of those times lose about half the fighters, but magically they are back 1 second later is a bit overpowered. at a bare minimum it should track the fighters health status for the 'turn' even if they fully respawn each turn, but ideally (to me), they really should just heal as indvidual ships (perhaps even with a bonus for the 'hangar' bay repairing them).
5) Trading. I have to wait? Why? Is there a traffic controller of the Universe, some God-figure, telling me I can't run a red light? Who is it precisely that dictates policy to me, the Space Emperor? Why can't I tell this @#$@ to go #$%^ himself?
Presuming your really mean 'Diplomacy' not sure of a delay on trading (now limit to number of trade routes, but no 'delay').
The limit is fine (or better yet, just make it a -5 reaction, each time you click 'request meeting' to limit spam, even your BFF, if they call you every five minutes will turn into an enemy.
Now to me, personally they changes I would like to see are:
1) You contacting me, does NOT reset my ability to contact you. I have had the AI contact me the turn after I contacted them, why can't I contact them the turn after they contact me?
2) The ability to 'close the communication window' without actually responding, so exactly what is going on can be reviewed. (less important on dialogue initiated BY you (as you should have your Ducks in order before calling), but to expect me to answer a call at 2am, and not put you on hold, why I go check my notes/what is going on with another race, when you call and say hey lets go to war with Y, nadda. I really want to be able to see my relations with the other race, check my suppply of Rare item X, etc before agreeing to a trade that just popped up.
6) AI. I personally find it offensive that the AI is at full blast at normal, and gets free stuff handed to them to make them harder, instead of playing at "average" at normal, with a learning curve, and getting smarter as you ramp the AI. Perfect Dark, UT2k4, Descent Free Space, all had learning AI that would figure out your playstyle, and use it against you. Aren't we supposed to have improved since waaaaaaaaaaaaaaaaaaaay back then?
All depends on the Difficulty level you play on. Havent really looked at the numbers, but pretty sure at the easiest they are getting a penalty (and or you get the bonuses).