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I'm sure many people will appreciate this.
Another solution to not meeting everybody too soon would be to prevent the generation of wormholes in the galaxy map creation. How hard would it be to implement this?
I'd have to dig through my notes but I know last year I found the flags in the dll for # of wormholes, nebulas, etc, created during generation. IIRC it's based on the number of players by default.
If only game rules were as easily adjustable as in MoO2 fan patch 1.50...
I did this too (for hundreds of hours) but found it unbalanced so many things. One, it nerfed aggressive races like Draguul and Cerixx unnecessarily. If you play them you realize they're designed to jump on a neighbor early, before tech can overtake their natural (ship combat, ground combat) advantage. The biggest issue with that slider, however, was the Sphere of Influence. The slider completely nullifies SoI's existence. Like, say you find a Minor Civ in a system with only the single planet that they live on. At 2x spread, it's practically impossible to gain exclusive control over them from a neighboring system. Also the whole Warp Interdictor thing -- that device is designed to be used on a chokepoint system, hopefully with its radius (2 parsecs) also slowing a path to a nearby system. When you spread things out at 2x this makes the Interdictor a worthless tech, except for maybe the system itself in which it's built.
I appreciate the fact that the slider exists, but felt it sorta broke so many other things.
I tend to prefer my RangeMod, 1-1.5x slider, few planets/specials/everything, and 13-15 systems per player (5 on Medium map, 8 on a large, etc).
I don't mind having no exclusive access to minors as long as rivals don't have either.
I only buy Warp Interdictors to enemy homeworlds just after I've conquered/exterminated+colonized them. I build them sometimes in a lonely border colonies that the enemy can reach.
This is also a good idea and I like it a lot. However, as a side effect it will make Cerixx stronger in comparison, since buying tech doesn't increase the buying cost of subsequent techs on the same field.
Interesting. I use max spread and irregular dispersion of stars specifically for the purpose of giving me an incentive to research engine techs. The compact star placement of the default settings makes engine techs largely irrelevant since the stars are so close together. And one only needs to hop in a local wormhole for long range trips. With so many wormholes on the map, there'll almost always be one going in the direction you need, especially since so many have endpoints near your home system.
As for minor civs not being exclusive, that doesn't bother me. And I generally don't use warp interdictor, though I acknowledge that it's an issue for players that do.
I get the impression that the devs intent is to speed up how fast the player meets the other races. I personally prefer to get my empire up and running a bit before having to deal with alien scu- err... my galactic neighbors, so max spread and irregular dispersal of stars suits me just fine. But that's just me and others will disagree.
So anyway, kudos for being the first to mod the game. :thumbsup: I hope you mod proves to be successful. :)
This leads to my biggest issue with gutting the bubble: it forces players into the colony rush trap. The bubble is part of playing "tall". The idea is instead of spamming colonies, you find a good spot and focus on infrastructure/production in a system to bring all nearby systems under your control early. This is perfectly viable gameplay that actually works in the game at default 1x settings. It's possible to bring 2-3 neighboring systems under your bubble early, so that you can focus on colonizing them later (just be careful if you form alliances, as an ally might hop on them).
A high spread value completely nullifies this. Back to trite colony rushing to claim territory.
The exception, of course, is when a rival race is encountered early. What happens then depends on who I encountered and what race I'm playing. It's one of the reasons why I think there's too many wormholes (and too long as well). I want to get up and running first.
The very first time I ever played this game, there was twelve stars in my initial range. That's insane, and WAY too fast for me for expansion purposes. I set spread and dispersal to max and never looked back.
But that's the great thing about options. Players can set what suits themselves. :)
This is one of the reasons why a galaxy setting for the abundance of wormholes would be great.
Yup. 100% agree.