Frogboy Frogboy

GalCiv III: Beyond version 2.6

GalCiv III: Beyond version 2.6

Greetings!

So the team is starting work on the next major expansion pack.  But we also want to keep an eye on the base game.

Right now, the recent Steam reviews for GalCiv are pretty awful with most of the people reviewing it doing so because they don't like some of the changes in v2.5.  So if there are changes you would like in 2.7 and beyond, this would be the place to ask.

The Steam review system is something I have and will continue to complain about because frankly, it absolutely destroys games.  When it's less than 70, a game might as well not exist.  So I'll be explicit, if you want us to keep working on GalCiv III, please leave a Steam review.  If not, don't. If you already have, thank you!

As many of you know, I am AI biased. But I know I'm in a minority because there is another space strategy game outselling GalCiv III and, suffice to say, AI is not its focus. 

It is clear that narratives in games matter.  GalCiv has a quest system ala Fallen Enchantress/Sorcerer King.  But we have tried to avoid doing that because we don't want the game to be a series of scripted narratives.  We don't plan to change that position in the base game but we are looking at releasing DLC that will do that if players want it. 

Now, the next major expansion pack focuses on politics and government.  So we'll set all that aside for now.  Otherwise, it's all open. What would you like to see?

1,806,067 views 299 replies
Reply #101 Top

Honestly, let's not mess with things too much in terms of the economy basics. I'm not a big fan of requiring arbitrary resources for anything other than special (i.e. Galactic or one-per-civ) buildings, as that produces really bad choke points that, while Humans can be good at compensating, AIs have a hard time with.

Our current problem seems to be that Population and Raw Production are 1:1.  That's linear growth, and it's extremely hard to beat that with anything in the way of well-balanced improvements.  Given that Raw Production provides broad power - it's the economy as a whole - anything that provides direct improvement to it has to be VERY carefully managed.

The old method was Sqrt(pop) = Raw Production.   It think that's too harsh, but a good non-linear association would probably be best.

I'd vote for Logrithmic association between population and production, using Log Base 2.  That means you get doublings of production at 2, 4, 8, 16, and 32 population.  It means that it's not a huge deal if a planet has 8 or 9 population, whereas right now that 1 additional pop can be VERY significant in production output.

 

I guess what I'm trying to say here is this:

I'd rather we balance things with futzing with % bonuses on individual improvements AFTER we've cut down on the effects that huge populations have.  I think it's easier to do that than other approaches such a limiting number of buildings or requiring resources. 

We (the community) can then embark on a blitz of bonus balancing attempts, to find the right mix for everything, safe in the knowledge that the base mechanic of pop:raw production is settled and we're not going to be facing a drastic change in the overall strategy model.

Reply #102 Top

I think the main issue is that population is not that much different from building the specialized buildings, yes you need food and approval but those are just buildings as well.

So you have 1 farm 1 approval building and 1 city, what is the difference to 1 money, 1 factory and 1 research building? You can move numbers as much as you want, either it is redundant because both do the same or either specialized buildings or population is useless.

In Galciv2 you had taxes to balance approval, so it was operating on a different layer and felt different, but population and specialized buildings are just too similar.

Reply #103 Top

Frog, are you arbitrarily going to cap city population? 

I only build a single city on planets anyway so it really does not affect me but will cities be 'upgradeable' so you can grow past the one population increase?

Reply #104 Top

Quoting admiralWillyWilber, reply 90


Quoting Dirtyface83,

 






Quoting admiralWillyWilber,











Quoting Dirtyface83,








2. It's been said above and in many other threads, but if there is a way to make colonization and starbase construction within another empire's influence only possible when at war, I would be happy.



please it has been said several times no closed borders referring to 2. This seriously ruins the game.




Not talking about closed borders, just no infrastructure allowed.

so your saying i can colonize that habital planet, not just in the influence, but one you have another planet colonized in the same solar system.

I see it like this:

Some have suggested a planet claiming sytem. I realise they are different games with different AI, but that system existed in at least one incarnation of Space Empires. It was terrible, and without going into too much detail, it resulted in all civs essentially claiming all planets in range, which in turn led to diplomatic madness, and made peace absolutely impossible, ever.  In GalCiv III it would mean '- - - You settled planets we claimed' for all about all, always, in every game.

 

Others have suggested a closed border system a la Sid Meier's Civilization. If this were implemented in the same way in GalCiv III, then it removes the influence culture-flip mechanic from the game - which is one way some players have their fun. It would also mean that boxing a civ in would be possible (as it is in Sid's Civ) - which is inconsistent with a game set in space.

 

I have no idea how difficult this would be to implement in terms of the current engine, but as a compromise, I would like to see something that hits the middle of both.

I am really not a fan of starbases and shipyards being able to be built, for example, next to a foreign empire's home planet, and by extension, in influence. Others are, I am not.

Non Influence Starbases, and Shipyards that end up in foreign influence, should flip, albeit a little slower, in a similar way to asteroid mines do currently. This would happen taking into account any anti/pro culture-flip modifiers. Maybe I'm wrong but AFAIK currently flipping shipyard and starbases is only possible through diplomatic purchase or Ideology tree, and only once?

Uncolonized, habitable planets that end up within civ influence inside an already colonized system would get a 'claimed' flag automatically. If there are any planets in the same system that are not in influence, then they are fair game.

Any planets in a neighbouring system where influence has spread, but that has no colonized planets would still be fair game and no 'claimed' flag would apply.

This would only apply to civs at peace. In war anything goes.

Reply #105 Top

Quoting Frogboy, reply 82

What is YOUR suggestion then? Specifically?
Just for the record, I told you in the coding extravaganza thread, that this was gonna happen if you do 1:1 instead of .25:1 or .333:1. I also seem to recall you answered my first warning about making changes to trigger a cascade of things which need rebalancing by telling me to go balance my own game.

I DID make suggestions.

...Anyways, I'm ready to put this to the bygones.

Quoting tungchiawah, reply 97

We can calculate our manufacturing as:
( Construction + Raw Production ) * (1 +% Bonuses)

In the early game, increasing Construction and Raw Production will always be better, but once those numbers are high enough, then % Bonuses become very important.

For 3 Factories to be competitive with a City and 2 Farms, it needs to produce at least as much Construction as a City provides Raw Production.

I'd suggest 1 +0.5/Level Construction per Factory (The same as Space Elevators). This would give you 6 Construction from 3 Factories, which is not too overpowered compared to 4 Raw Production. This would also then make % bonuses more relevant because of higher Construction values. At some point, you will want those % bonuses, instead of more flat bonuses (assuming that the % bonuses are high enough).

This suggestion is an excellent start.

Moving factories and laboratories to flat bonusses is key to balancing them vs cities (/asteroids). As a best practice I would even suggest this model:
 - all common improvements only provide flat bonusses.
 - all colony uniques provide percentage general bonus and a flat bonus from taken adjacency.
 - player and galaxy uniques provide percentages and/or empire wide percentages.
 - citizens provide percentages
 - exploration age techs provide flat bonusses
 - other techs provide percentages

This begs the question about what will happen to the space elevator. I would tweak above proposal to this:

Basic Factory (BF): 1.5 + .25/level giving 1 adjacency
and
Space Elevator (SE): 20% + .25/level giving 2 adjacency

for a 3 BF triangle this adds up to 6 manufacturingin both categories.
for a 2 BF+SE triangle this adds up to 5 manufacturing and +20%

Keep in mind, that there is a dynamic balance between flat and percent bonusses. Suppose you get to choose between +1 flat manufacturing and +10% manufacturing If you have 15 flat manufacturing allready, you gain more from adding +10%. If you have two workers on this world allready (+60%) the +10% still only add one manufacturing, but the +1 adds +1.6 due to the workers and is better again.

Let's talk about population: Keep the model mostly as it is now (people hate seeing numbers of things they use to play go down more than seeing numbers of things they don't play go up). Population is interconnected with some many other balance aspects, it is virtually impossible to change it without unbalancing something.

But I would suggest the following balance modification for synthetics:

base pop cap: 10
approval can stay at 100
popcap is increased via technologies:
 - up to 15 within age of exploration
 - up to 25 within age of war
 - up to 40 within third age
 - up to 100 after that

It's probably not perfect, but it's an economical stepping stone towards finding the right numbers for synthetics regardless on whether it will be completely tech absed or improvement based in the end.

Reply #106 Top

Quoting Larsenex, reply 103

Frog, are you arbitrarily going to cap city population? 

I only build a single city on planets anyway so it really does not affect me but will cities be 'upgradeable' so you can grow past the one population increase?

Short answer: No.

The issue is that production has two inputs: Population & Improvements.

Regardless of whether Population increases at logrithmic, linear or exponential scale, you still have this general issue where one path is inevitably going to be better than the other.

In 2.3, population affected production as the square root of the population. Therefore, population was a waste of time to focus on.

In 2.5, population had a 1 to 1 benefit to production which makes improvements a waste of time to focus on.

The player's goal is to maximize production and do so in a way that has strategic interest and can be communicated to the player in order to provide a counter strategy.

As the player, how do I keep my opponent's economy under control?

In 2.5 you can keep them from getting too many durantium resources which keeps their factory production limited.  But that doesn't stop the player from just having a huge population.

In 2.6, we have two resources to work with: Durantium for improvements and Promethion for population.   It's a lot harder to stop them on both axis's and provides the player a strategic choice.

 

Reply #107 Top

Quoting zuPloed, reply 105

But I would suggest the following balance modification for synthetics:

base pop cap: 10
approval can stay at 100
popcap is increased via technologies:
 - up to 15 within age of exploration
 - up to 25 within age of war
 - up to 40 within third age
 - up to 100 after that

I really like this concept.  I will have to think about that.

 

Reply #108 Top

Quoting zuPloed, reply 105

Moving factories and laboratories to flat bonusses is key to balancing them vs cities (/asteroids). As a best practice I would even suggest this model:
 - all common improvements only provide flat bonusses.
 - all colony uniques provide percentage general bonus and a flat bonus from taken adjacency.
 - player and galaxy uniques provide percentages and/or empire wide percentages.
 - citizens provide percentages
 - exploration age techs provide flat bonusses
 - other techs provide percentages

I don't think this would work well.  It boils back down to the commutative property of addition. Whether it's the population or the improvements providing the flat doesn't really matter. 

Fundamentally, the problem is that there are two inputs into increasing production: Population and Improvements.

The problem got exacerbated when we made Population provide 1 raw production in 2.5.  But it was a problem before, it's just that population was basically worthless before.

There are two general solutions to this:

1.  Have production only have 1 input (which I don't think is intuitive and flies in the face of history)

2. Have the 2 inputs have different paths to increasing that forces the player to choose.

Now, I don't think using resources is an ideal way to create a dichotomy.  But I can't think of a better way.  If you use tech as the distinction you are, in effect, just using a derivative to create your positive feedback loop.  At least with resources, the player is making choice A at the expense of choice B (Durantium and Promethion are not commonly captured together by a starbase).

 

Reply #109 Top

Quoting Alodan, reply 102

So you have 1 farm 1 approval building and 1 city, what is the difference to 1 money, 1 factory and 1 research building? You can move numbers as much as you want, either it is redundant because both do the same or either specialized buildings or population is useless.
Not a bad point.

One difference is that population gains you votes in the U.P., which the others don't.

In vanilla it used to be almost the only provider of flat bonusses, which meant you had to balance population against your planetary specialization, which was a good system. In addition you needed it to provide invasion troops. But both of these aspects are not a thing anymore.

But at this point I am not opposed to rethinking it's role entirely either. For example improvements requiring population to function, or ships requiring population to be build. Or pop being tied to rate of generating citizens. Just dumbfiring some random thoughts on this topic.

Reply #110 Top

Quoting zuPloed, reply 109

But at this point I am not opposed to rethinking it's role entirely either. For example improvements requiring population to function

 

I like this idea.
A capital provides 5 pop, 5 research 5 wealth, 5 manufacturing etc. because its special.
A  base factory requires 1 pop to get 1 raw production in manufacturing, ditto basic research, wealth etc. They still have a % adjacency bonus.
Hubs don't require pop they just improve efficiency.

If you build a city there is nowhere for the workers to go, so no increase in base production, just unhappy people.

This way you have to have both pop and either manufacturing\ research \ wealth to function efficiently.

Tech Improvements decrease the pop needed so you can build more.

You can still have your mega planets but they will be mainly larger class planets and fewer.

Reply #111 Top

Quoting zuPloed, reply 109


Quoting Alodan,

So you have 1 farm 1 approval building and 1 city, what is the difference to 1 money, 1 factory and 1 research building? You can move numbers as much as you want, either it is redundant because both do the same or either specialized buildings or population is useless.

Not a bad point.

One difference is that population gains you votes in the U.P., which the others don't.

In vanilla it used to be almost the only provider of flat bonusses, which meant you had to balance population against your planetary specialization, which was a good system. In addition you needed it to provide invasion troops. But both of these aspects are not a thing anymore.

But at this point I am not opposed to rethinking it's role entirely either. For example improvements requiring population to function, or ships requiring population to be build. Or pop being tied to rate of generating citizens. Just dumbfiring some random thoughts on this topic.

 

Now there's the start of an idea- tie the citizen production rate to population, so that the choice to populate gives you a better (slightly?) rate of citizen production, and if you follow that path, colonizing potentially affects that by lowering your population.  this is based on population, not growth rate directly.

Hmmm, for synthetics, maybe adjust the citizen production rate by the promethium supply? (i.e. for synthetics it takes promethium to produce citizens at all) Let the rate at which they appear be affected by the supply of promethium on hand.

If I use durantium as the requirement for improvement builds, I don't get the bump in citizens, but I don't need to build farms and can build admin buildings instead if necessary.

Reply #112 Top

Quoting Frogboy, reply 108

I don't think this would work well. It boils back down to the commutative property of addition. Whether it's the population or the improvements providing the flat doesn't really matter.
Hmm, but the multiplicative version only means there is an optimal ratio of flat to percent, which is governed by tile efficiency of improvements (currently ratio is so high that % is vanishingly small). This is nice for doing spreadsheets, but is not variety in a higher sense either. It's certainly not everyones idea of a good time to put it lightly. The same goes for arbitrary limits. It is only moderately difficult to compute a most efficient way to play and every planet will look mostly the same.

Quoting Frogboy, reply 108

Now, I don't think using resources is an ideal way to create a dichotomy. But I can't think of a better way. If you use tech as the distinction you are, in effect, just using a derivative to create your positive feedback loop. At least with resources, the player is making choice A at the expense of choice B (Durantium and Promethion are not commonly captured together by a starbase).
Ok, I think I am starting to see where you want to go with this.

I think we should separate the quantitative and qualitative aspects here.

The quantitative aspect is, that right now population is just the superior input by raw numbers. I think numbers can be found, which can get the two inputs reasonably close to each other. This is the aspect I was meaning to tackle and I don't think it can be neglected.

The qualitative aspect is the incomparables of the two inputs. Putting the numbers aside, I think you want factory manufacturing to be primarily limited by durantium and not by building space. Population is currently primarily limited by building space. Many colonies mean more food means more population.

On the other hand population is the jack of all trades, you can't make 'manufacturing population' at the moment. You allways get the three outputs wealth/manufacturing/research. It limits how much you can specialize.

Population is indirectly limited by monsantium and harmony crystals. One avenue of balance could be making it less efficient in the absence of these two but on par or superior when having both (Because the required ratio of city to entertainment/food is reduced).

What do you (or others) think about playing around monsantium and harmony crystals? Meaning finding quantitative numbers such, that population is on par with factories if neither have ressources, but factories are superior to pop if you have durantium and one ressource for population, and in case of having both monsantium and harmony crystals population is superior again?

Reply #113 Top

It's not a good assumption that linking Durantium and Promethium to Factories and Cities will solve the problem of Population being better than Factories. A player with Durantium but no Promethium would fall behind in research. And the player with lots of Prometheon will win. Then the game becomes entirely dependent on RNG, rather than strategy.


Suppose we got rid of the Space Elevator, Computer Core, and Central Bank.
Have a Factory, Laboratory, and Bank, which each give 1 +0.5/Level yields.

Having 1 of each would give you the equivalent of 1 raw production. Yes, this is completely inferior to a  city. However, building 3 adjacent improvements of the same type would yield 6. This is superior to a city, but only in one aspect. This way, a specialized world is in fact specialized, producing more of 1 yield than the other types. This allows cities to be the 'balanced' option without being the 'best' option.

Higher tier improvements could have higher yields, but be balanced by costing resources. For example, Factory improvements would provide 1/2/3/4/5 Construction and cost 0/1/2/3/4 Durantium. Power Plants could provide 25%/50%/75%  and cost 0/5/10 Antimatter. Similarly, Laboratories could provide 1/2/3/4/5 Research and cost 0/1/2/3/4 Thulium and Research Hubs could provide 25%/50%/75%  Research while costing  0/5/10 Promethium. Wealth Improvements don't use resources because they're  bad enougha s it is.

Reply #114 Top

I see the ploblem being one of dificulty in player optimisation, I'd have a system where each building has a pop requirement to run at full efficiency, then rather have different ways to get a planet going you have a system where you need to balance pop with when they can mostly support a new structure (should be percentage bassed) and then ypu have to consider food as a limiting factor to max pop.

TLDR, get rid of cities and have the hub graphics change to represent pop size, then make building output = pop req / pop tot, capping it at 100% output.

This does open up the balance issue of pop req for each building, but it shouldnt be as hard as the current population system.

Reply #115 Top

As for events, I don't think having some EU2/EU3-styled events which trigger based on internal choices would be a bad thing.   These things have been put in 4X games before, Civ 4 in particular had a pretty good system for them, and FFH used them well.  You have someone really familiar with this on your team.  ^_^

I wouldn't want SK-style events for the reasons mentioned but random minor political events aren't a bad thing.

 

In terms of the economy and cities- isn't morale supposed to be the limiter on this? 

Reply #116 Top

Quoting Seilore, reply 99

Regarding cities/food why not tie this back to moral as it was in Galactic Civilizations II?  the more people you have the more entertainment buildings you need so no hard cap but, it limits itself by not having enough things to do to keep people happy?

I would like this option much better than hard cap.

 

Reply #117 Top

Quoting Syrkres, reply 116


Quoting Seilore,

Regarding cities/food why not tie this back to moral as it was in Galactic Civilizations II?  the more people you have the more entertainment buildings you need so no hard cap but, it limits itself by not having enough things to do to keep people happy?



I would like this option much better than hard cap.

 

 

This is already the case.   Approval is a key determinator of Raw Production:  if you have more population than approval, you start losing Raw Production - i.e. a negative modifier applies as your planet gets unhappy. The opposite also applies - if you have a 100% Approval on a planet, you get a substantial bonus to Raw Production.  So you absolutely do have to manage Approval vs Population. 

The issue right now is twofold:  keeping a moderate amount of people moderately happy with Approval improvements is pretty easy; e.g. a pop 8 planet is quite trivial to keep 75% Approval on, and that still gives you a healthy Raw Production bonus (IIRC +15% or so).  On the opposite side, it's quite hard for the "average" civ to keep a pop 15 planet above 50% unless you have 3+ Approval buildings.

But that doesn't address the primary problem we have here, which is that under the current setup, the best strategy for something like a Quality 10 planet is 2 cities + 4 farms in appropriate configuration, plus 4 Approval buildings, and NOTHING else, and still be close to 75% Approval.  That can get you to a Pop 20 or more planet that's a powerhouse compared against anything else you could do with that those 10 hexes.  To say nothing if you do your Farms offworld, then you're looking at such a planet having 5 cities/5 Approval improvements, a 60% Approval, but close to a 40 population, and get that way before turn 150.

Reply #118 Top

Quoting tungchiawah, reply 113

It's not a good assumption that linking Durantium and Promethium to Factories and Cities will solve the problem of Population being better than Factories. A player with Durantium but no Promethium would fall behind in research. And the player with lots of Prometheon will win. Then the game becomes entirely dependent on RNG, rather than strategy.


Suppose we got rid of the Space Elevator, Computer Core, and Central Bank.
Have a Factory, Laboratory, and Bank, which each give 1 +0.5/Level yields.

Having 1 of each would give you the equivalent of 1 raw production. Yes, this is completely inferior to a  city. However, building 3 adjacent improvements of the same type would yield 6. This is superior to a city, but only in one aspect. This way, a specialized world is in fact specialized, producing more of 1 yield than the other types. This allows cities to be the 'balanced' option without being the 'best' option.

Higher tier improvements could have higher yields, but be balanced by costing resources. For example, Factory improvements would provide 1/2/3/4/5 Construction and cost 0/1/2/3/4 Durantium. Power Plants could provide 25%/50%/75%  and cost 0/5/10 Antimatter. Similarly, Laboratories could provide 1/2/3/4/5 Research and cost 0/1/2/3/4 Thulium and Research Hubs could provide 25%/50%/75%  Research while costing  0/5/10 Promethium. Wealth Improvements don't use resources because they're  bad enougha s it is.

In the check-in, we removed the Promethion requirement for research.  

Reply #119 Top

Quoting Frogboy, reply 106

The issue is that production has two inputs: Population & Improvements.

... you still have this general issue where one path is inevitably going to be better than the other.

Two high level solutions come to mind:

  1. Get rid of one.
  2. Give each path a side-effect.

Strategy emerges when game elements do more than just one thing.

 

Reply #120 Top

Quoting Dirtyface83, reply 104


Quoting admiralWillyWilber,






Quoting Dirtyface83,



 









Quoting admiralWillyWilber,


















Quoting Dirtyface83,












2. It's been said above and in many other threads, but if there is a way to make colonization and starbase construction within another empire's influence only possible when at war, I would be happy.




please it has been said several times no closed borders referring to 2. This seriously ruins the game.





Not talking about closed borders, just no infrastructure allowed.


so your saying i can colonize that habital planet, not just in the influence, but one you have another planet colonized in the same solar system.



I see it like this:

Some have suggested a planet claiming sytem. I realise they are different games with different AI, but that system existed in at least one incarnation of Space Empires. It was terrible, and without going into too much detail, it resulted in all civs essentially claiming all planets in range, which in turn led to diplomatic madness, and made peace absolutely impossible, ever.  In GalCiv III it would mean '- - - You settled planets we claimed' for all about all, always, in every game.

 

Others have suggested a closed border system a la Sid Meier's Civilization. If this were implemented in the same way in GalCiv III, then it removes the influence culture-flip mechanic from the game - which is one way some players have their fun. It would also mean that boxing a civ in would be possible (as it is in Sid's Civ) - which is inconsistent with a game set in space.

 

I have no idea how difficult this would be to implement in terms of the current engine, but as a compromise, I would like to see something that hits the middle of both.

I am really not a fan of starbases and shipyards being able to be built, for example, next to a foreign empire's home planet, and by extension, in influence. Others are, I am not.

Non Influence Starbases, and Shipyards that end up in foreign influence, should flip, albeit a little slower, in a similar way to asteroid mines do currently. This would happen taking into account any anti/pro culture-flip modifiers. Maybe I'm wrong but AFAIK currently flipping shipyard and starbases is only possible through diplomatic purchase or Ideology tree, and only once?

Uncolonized, habitable planets that end up within civ influence inside an already colonized system would get a 'claimed' flag automatically. If there are any planets in the same system that are not in influence, then they are fair game.

Any planets in a neighbouring system where influence has spread, but that has no colonized planets would still be fair game and no 'claimed' flag would apply.

This would only apply to civs at peace. In war anything goes.

as long as settling an already claimed planet doesnt automatically cause war. Dont really agree about starbases.

Reply #121 Top

Quoting Frogboy, reply 106


The issue is that production has two inputs: Population & Improvements.

Regardless of whether Population increases at logrithmic, linear or exponential scale, you still have this general issue where one path is inevitably going to be better than the other.

 
One minor note here: it absolutely does not have to be the case.  Depending on how we do both the Pop:Production ratio, and the various % bonuses of the increasingly powerful improvements, it's VERY possible to have one path be more advantageous in the early game, and the other be considerably more advantageous in the late game.
 
That is, its easily possible to have it more advantageous to build Cities up through about turn 150, then the bonuses of the available improvements switches this to make them considerably more powerful, requiring a redo of many of the planets (or, at least, careful planning to be aware that this will be necessary).  The key to this approach is to avoid making one path too overpowering at all levels.  Reducing the Pop effects sets the stage for this, and tuning the Factory/et al. bonuses gets us the rest of the way.
 
------
 
If we don't balance things right, then merely adding a resource requirement does nothing; it simply puts us back in the "One Path to Rule Them All" approach. Because if the problem persists, only bounded by resource availability, then the strategy is to seize that resource immediately, and forget the other one. Civs which cannot do that aren't going to survive at all, because the underlying approaches aren't balanced.
 
Put it another way: presume we leave everything the way it is now, but add Durantium as a requirement for Factories, and Promethion a requirement for Cities.  Well, Cities are still absolutely dominant as the way to go, so the #1 priority becomes Get Promethion. Since it's not a universally available resource, you're going to immediately cripple Civs which cannot get ahold of it, by dooming them to the underperforming method of production.
 
You saw the problem, but didn't recognize what it meant, Brad, when you decided not to make Research dependent on a Resource. It's the same as for Production - being cut off from that resource cripples the ability of the race to compete in a very fundamental way.  In the case of Research, no resource = limited research capability = fall behind in tech.  In the case of Production, it's no "preferred" resource = much choose less desirable production method = fall behind in production.
 
And, of course, that doesn't even touch on the case where not having either resource effectively turns you into a Minor Civilization right out of the gate.
 
Balance between the two (Pop vs Improvement) is a fundamental necessity, whether or not you make resources prerequisites. 
Reply #122 Top

Look, I said as much above but it garnered no comment.  If you would stop proposing "the next upgrade" and instead propose the "next version" (e.g. GC4) you could go through alpha and beta phases to get the balance right before asking existing players, who have spent so much time and effort to dope out the secret rules, to evaluate the non-result, leaving you (us) free to experiment and get it right. 

I don't know how to apply it now except your "freeze it and go on" suggestion.  So freeze the less than perfect mods?  That doesn't help anyone.

 

 

Reply #123 Top

They do need to modernise the manual.

Reply #124 Top

Quoting trims2u, reply 117

But that doesn't address the primary problem we have here, which is that under the current setup, the best strategy for something like a Quality 10 planet is 2 cities + 4 farms in appropriate configuration, plus 4 Approval buildings, and NOTHING else, and still be close to 75% Approval. That can get you to a Pop 20 or more planet that's a powerhouse compared against anything else you could do with that those 10 hexes. To say nothing if you do your Farms offworld, then you're looking at such a planet having 5 cities/5 Approval improvements, a 60% Approval, but close to a 40 population, and get that way before turn 150.
Hmm, I don't think this is right.

It's probably better going 3 city, hospital 6 farms and relying for approval from technology. Keep in mind that even 30% approval still only has -5% production while 70% approval only gains you about 12.5 % approval. This means going from 70% to 30% approval as a tradeoff for getting a third city equates to ~-17.5%, but from the additional city you get ~+50% population. The big downsides are in influence and resistance. The disadvantage in growth is more than compensated by the hospital.

-------

On having a slept a night on the pop required to operate improvements (or ships), I am not quite happy with the idea. It would just be another cap, although an intuitive one. In the best case it leads back to the vanilla system with a golden ratio of pop to manufacturing.

Also from his posts I read, that Frog, does not want pop to become a jack of even more trades. I see his point. (Although the idea of tying citizen production to it appeals to me.)

Reply #125 Top

Quoting leiavoia, reply 119


Quoting Frogboy,

The issue is that production has two inputs: Population & Improvements.

... you still have this general issue where one path is inevitably going to be better than the other.



Two high level solutions come to mind:

 

    1. Get rid of one.

 

    1. Give each path a side-effect.

 


Strategy emerges when game elements do more than just one thing.

 

Please don't get rid of one. But I agree strongly that every resource (pop also being a resource) should have multiple effects so that you have to choose which effect you want to use (e. g. needing pop to build an improvement so that when you build one type like production you cannot build as much of another type like research because there is less pop left to build more improvements) or you have to make sacrifices to use it (like morale loss through high pop, what should have more effects than just lower productivity, like chance for rebellion).