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You could've burned the xenoflora with your councilors before they spawned?
just wish the devs were more transparent in what they are working on or when to expect these fixes, i've joined their discord group, the forum and here in order to see what's happening though just been getting radio silence, even after asking when the next patch is coming on their discord get's straight up ignored lol.
I'm recurrently boggled by the idea that people want automation for aspects of this game. Yes, there's a lot of fiddly stuff. But it's important fiddly stuff. And automation is extremely untrustworthy. (And greatly increases the risk of you not noticing important decisions that are being made for you.)
Clearly a fair number of people think otherwise, but I'm baffled as to how.
All true, but spending years doing the same actions every two weeks gets very old very fast.
It's definitely true that you can spend turns early in the game going after the Alien Assets that show up all over the globe, but that's a lot of counselor time and energy to spend. I'd be fine with going after those pesky things in my next run at the game. Just don't want to restart again just because of this one issue. It's easy to not know/care about the megafauna that are across the globe tearing apart other countries that you won't be able to control for many years. I had assumed that other factions would take them out if they controlled those countries, but it really seems that they don't.
I'm honestly surprised that you don't see any value in putting in some sort of system where you can tell your counselors to prioritize certain actions. Let me ask you the question another other way: Would you prefer that you had to set every single country priority on every single turn? Probably not. You're probably glad that you can just set the general direction of IPs once and come back and check on the country in a few months or annually or however often, right? That's because it SUCKS to have to set those priorities every turn. Why are your counselors any different? If you know that you're just going to end up setting your highest persuasion on whichever country has the lowest popular support for the next X number of turns, why not have a game mechanism that allows you to skip a few clicks? Manually selecting monotonous tasks isn't the fun part of the game for me. It's the general strategy-setting, not the manual click,click,click,click,click,click implementation of it. Anyone that doesn't want to set up "Counselor automatic mission priorities" or whatever you'd call them would have every ability to play the game exactly as it is now.
There's several levels on which I don't see much value in what you're saying.
First off, you're proposing automation that, frankly, is better than games that are serious about automation often demonstrate. And it's going to need a fair chunk of UI. Which countries does your councilor prowl? How do you rig it up, update it, copy it to other councilors at need, and restore it if you have to interrupt the pattern? The UI part is solvable, but it's not trivial and TBH I'd not expect it done well here.
Second, I don't really spend as much time on that as you seem to think. I've got one councilor who often winds up stuck on PR duty for lack of a strong mission selection, but I try to keep my council cycles mostly focused either on something more active or something more passive (that is, long-term Advise missions in superpowers). I can see why you'd want it if what you describe it as doing is an accurate description of what you spend a lot of time doing, but I don't share that perspective.
Third, I don't trust this automation not to be a trainwreck. Do you really want them to focus on Eritria if it's 1% lower support than the USA? Do you get an interrupt every time your councilor is detected, or what are you doing to keep them from being assassinated while they drift around mindlessly? Do they ever spend resources for bonuses?
1) The UI sucks at presenting you with the info you need.
- it will tell you there is a fleet arriving In 6 months, but won't give you a heads up a few days before.
- enemy armies attacking one of your regions, you will never hear about it.
- A quick overview of your controlled nation's which highlights issues. Nope.
Yes you have a nation's screen but it's a lifeless table with poor visual cues and no ability to assign missions in context.
Probably something that would work is to include nation's where you have a presence in the outliner, with visual cues for public support levels, unrest, etc. This way you could see impending issues without having to spin the globe and click on each nation.
2) the two week mission phases get to be tedious as hell.
- would be nice to set threshold values for certain issues to be brought to your attention. Like unrest going over x% in a nation. Unless you examine each nation every turn you will never know.
- also, it's extremely hard to know why certain metrics are heading in a certain direction. You have a vague idea sure (it's climate change, or enemy missions, or alien activity) but specifics are lacking.
I love designing ships and have a background in astrophysics, so love that part.
I appreciate the comment! I really don't have too much trouble with the design stuff with the one major caveat that I really can't stand the inability to design around a resource constraint. If the game could intelligently suggest a build that you can you know... actually build, it would be fine. But it's insulting to hit autodesign and basically be told "Here you go... just spend 200 of the 12 exotics you have, and then you can build this ship!" Any resource constraints basically instantly make autodesign worthless and I can't stand that particular nuance.
I could ditch the scientist, but then most of the time the pool of replacement candidates doesn't really work either. Fixer? Nope, but how about this corrupt pariah politician of a major nation that you can't use in said home nation? Or an operative who starts with an 8 investigation and 11 espionage (was positively salivating about this one until...) but has cynic, suspicious and an apparent loyalty of 0?
Yes, I'm aware that you can dismiss characters, but taking one out (heaven forbid that I get two garbage characters) initially means that you're spending precious influence to break even, and then waiting a month for possible favorable drops, all the while other factions are motoring along grabbing nice, juicy nations with high research, money and military.
It sounds like I'm ♥♥♥♥♥♥♥♥ about this game in general, but I'm really not. I love it otherwise. It just drives me nuts with the starting characters though (I've restarted games quite a bit trying to find a decent enough starting position). I really think it should switch over to choosing the initial two councilors (with no influence loss) instead of just being given a pair at start.
Currently getting a nation over ~40k GDP per capita is useless as it barely increases research and costs a ton in control points. This makes Mercury Dyson Sphereing for research just better in every way.
The fix would have to be something that makes it more rewarding to increase the economy of countries in terms of research, and makes it less punshing in terms of control point cost. To balance out the extra science from nations space campus and universities could have their science halved and instead give a % modifier to nation science, to encourage more nation development. This modifier could turn back into a flat science boost if the extra science from nations is less than the modifier's income.
Using easy numbers, if for a research campus it's 50% and nations make 50 science then it turns back into a flat 50 science as the modifier would only give 25 science.
Some of the game mechanics which are of particular importance are pretty non-intuitive (the way nukes work, the way attacking Alien landings work being the two most notable) and on top of that there is an ENORMOUS amount of content and concept to digest and grasp, much less to master. I had one match where I made it to about 2028 had control of Japan, U.S, Canada and Taiwan and Protectorate controlled PRC war decked me so I invaded. Just as I was about to conquer Beijing the computer nuked my stack, so I nuked every region in PRC. Had no effect on the coherence o their ruling regime, no effect on their nuclear arms stockpile, no effect on their command and control: one-third of the population of PRC killed and they were still in power and able to use their remaining barrages. Just to test this, I sent in another stack to try to take Beijing: yep they nuked it. Nuclear winter ensued (which was believable), but I found the way the nukes were used by the computer to avert defeat and the fact that my barraging the entire country had basically no effect on their regime to be fairly preposterous so I archived it.
Then there was the session where I made it to mid 2030s, had the best economy, best research, awesome councilors, was making great progress into the Xeno research path and had quite an impressive array of space mines and habs with hotels, command centers, research facilities, etc., etc. Aliens showed up, and realized I goofed again and put all my eggs into the "space empire" basket but without the "space fleets" to protect it.
There were a few other partial sessions where I advanced to varying degrees, realized I had made a big mistake and decided to shelf it and start over and I'm not even referring to the first few times I played the game for 20 hours or so just to get the sense for the basic mechanics and how RNG tends to work.
All of this is not so much a criticism, as it is an observation on how massive of a learning cliff this game entails. I'm not sure I'd want that to be 'easier' (though I am critical of how some of the 'less realistic' mechanics like the aforementioned nukes work), but it is important to note that, the typical user is unlikely to endure through this much effort to get to mastery of the game. Perhaps on Cinematic things are more approachable though.
My chief criticisms of the game as it stands:
1. UI needs to be de-obfuscated and accessorized with many QoL features.
2. Hidden stuff (techs, etc.) which is hidden with good reason could at least be hinted at a bit more.
3. The ability to simply click "re-roll" to come up with a new set of starting councilors without having to go back to the Main Menu and restart a whole new session would be fantastic.
4. Nukes, how they function, how they are effected by nuclear strikes, needs to be HEAVILY expanded and reworked if the intent is for the game to come across as realistic. Presently, this part of terrestrial warfare is exceedingly cartoonish. The military formations are only slightly better.
Re: points made by OP: automation I agree would be nice.
I kind of agree with your points about the "Notification hell" are partly you not understanding how to relate to the UI and game flow and, but it is definitely true that, despite the game being incredibly engrossing, I find myself nodding off while playing it too often. I think you may also have something changed in settings that is making things worse for you, but overall, the ability to configure notifications more precisely would be nice.
What I do to get through turns: Hit confirm, then I keep my left hand spread across the Esc and space keys. When I get a notification I tap Esc (which causes the turn process to continue). When I get a mission notification, I tap space (which causes the turn process to continue). JUST THIS, might help you a lot.
As far as the space battles: have not made it that far really, but I think it is pretty undeniable that right now the space battle stuff is a bit rough edged. I get the impression that there is an intent to more fully feature and polish this aspect of the game.
I DO recommend this game to others but not the casual or faint of heart. It is a hard-core 4x grand strategy game for those who are already fans of those genres / styles.