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The empire starting age option, I'm sure they are already planning on doing.
I find in this game starting with 3 and especially a colony ship is too much. Maybe start with 1 scout and force the player to build the rest.
On tech break throughs - this was actually a research un-certain-ity - where that actual time of research could just as easily be that much longer as it could be that much shorter; so in the end the research tended to average out to the specified amount of time? (unless the lucky trait weighed in and made the shorter research times more likely?)
Personally, as long as the variance does actually average out, I don't really care whether research always happens in a set amount of time -or- a slightly variable amount of time; I would OBJECT to being the one who ALWAYS ended up spending extra time on EVERY research project.
On the starting resources - if a starting age/advancement option is implemented, that would be where one would alter the number of ships one started with, based on just how advanced (or otherwise) the starting age actually is.
A age/advancement option, based on star-drive tech, suggestion:
Yeah but, this is Master of Orion, not Civilization. It's one of the many things that made it unique from civ 2 back in the day. Civilization is one game, there's no reason for the father of all space 4x games (Master of Orion) to have to copy Civilization to please Civilization players.
It's not hard to understand and it adds variance to the game play to make it a bit more unpredictable.
It's a sad state of affairs if you're saying 4x strategy games need to duplicate Civilization or the players wont understand it.
Thing is I TOTALLY agree with you on every point. My point is the developers seem to have gone 95% Civ style for the tech in this game, and I don't know why.
They actually added a progress bar on your research so you can know down to the single scientist how much you need to get the next tech. They spent time implementing that feature.
(Side note: I find the whole Civ series pretty boring, not a fan)
In Civ, the tech tree is supposed to be a history lesson, not just a fun feature, so it has tight restrictions on what can be done with it. But in Sci-Fi games, the future of history is unknown, and so it can be changed every game. In one game cleaning up a toxic planet might be a scientific impossibility. In another game, nobody in the galaxy can figure out how to stabilize phased energy into a beam weapon.
MYSTERY is a key ingredient to making things fun. Rather than galaxy exploration being the only mystery, science exploration should be too.
This is a great point, the civ style tech trees where really a product of being basically a history lesson.
It wouldn't make sense for example to have the English not be able to research longbows.
But in Master of Orion, stuff like that is what made the game so great. You never knew who would have what tech, and each game played differently because you might end up with completely different techs by the end each time.