[quote who="trumpeter87" reply="59" id="3481375"] As a viable alternative, the "tech age" system functions in much the same way as a cross-requirement system and helps prevent unbalanced playing. [/quote] Good thoughts. You make the point that the ages do reduce choice, but reduce "bad" choices. I feel that a fundamental premise of strategy games is that choices are always contextual, and that the ability to do something unexpected is critical for the sort of high risk plays
Keystone1788
[quote who="parrottmath" reply="53" id="3481276"] The populous of your civilizations feel that it is important to have military defenses. Part of the distribution of the food would require larger ships which need to be constructed in Zero G. Some of the missile point defenses have made some realizations that including some food packages in these missiles leads to better food distribution around the planet. The desire to consider more farming techniques is
[quote who="parrottmath" reply="49" id="3481258"] Cross tech requirements are nice, but given the current UI it becomes difficult to show the player the cross tree requirement. With the age requirement you are basically enforcing this without showing the arrows. The amount you have to research might be exactly the amount to unlock the other techs given the cross tree requirements. [/quote] But I think a lot of sandbox players find arbitrary barriers to be...well...arbitrary.
[quote who="parrottmath" reply="31" id="3481025"] 3. ... 4. I was able to play the first by bee-lining to PI and win the game rather quickly in Gal Civ 2. Play a tiny map for yourself. Larger maps this may be true, but tiny maps not so much. Thus, 4. itself would be saying that it wouldn't matter if the age requirement was there or not. [/quote] I did the same thing in my first game of GC3. I found a precursor ship, noticed that the Drengen weren't armed yet, and fle
Just noticed this typo while I was changing ships in my starports and thought I'd mention it. I didn't notice it (doesn't mean it wasn't there) on the M2 or M1 versions, and I have no idea whether it applies to other races.
[quote who="charon2112" reply="27" id="3481010"] Quoting parrottmath, reply 21 I wonder if we remove the ages whether in a multiplayer game the only strategy for the player would be to bee-line to planetary invasion and start taking away all their planets. This is the problem with multiplayer in general. The games all devolve into a race for military techs and conquest. [/quote] Requires playtesting, but I'd think a balanced civ ca
[quote who="parrottmath" reply="25" id="3481005"] Then if it is going to take 46 turns researching the direct way, how many turns would it take in the previous rounded version? [/quote] Great question -- more of a tuning/optimization/strategy type question than one of overall mechanics but I'll take a swing at it. We know that in Game A I started researching PI with 15,000 points already gained. While I'm at 100 points/turn at the end of that, let's say
Another vote against the ages here and for finding another mechanism. There is an opportunity cost to researching any technology -- if I focus on industry, I can't research as fast. If I focus on military, then I'm going to have slower domestic and trade development. That's all part of the calculus of the game. I agree that going way out of balance is also undesirable and like the suggestion that proceeding too far down a particular track without researching other technolo