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2
Is it possible to get all achievements with 1 playthrough?
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Djelighoti
45
reis event line got censored another censorship situation
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[SiN]Bigkori
417
7
DEADLOCK PLAYTEST INVITES
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3
VAC бан
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Qcold
5
Ringworlds -- too small
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ASMR gaming
Totally agree that a one-tile “ringworld” undersells the idea. Here’s a design that preserves the wow (Niven/Orbital/Dyson vibes) and plays nicely with GalCiv IV’s turn length.

A) Make megastructures multi-hex, multi-phase, and useful before completion

Rename & tier the builds (clarity + scale)

Orbital (Banks-style): 1–2 hexes, mid-game, counts as 2–3 high-class worlds worth of housing/amenities.

Ringworld (Niven-style): 6 surrounding hexes around the star (no planet on the star tile); each hex opens a “Sector” with its own planet interface and adjacency puzzle.

Dyson Program: starts as Swarms (economy/energy bonus per segment) → late wonder to fuse into a Sphere. You get meaningful bonuses long before the final step.
Steam Community

Four phases, each with partial payoffs

Claim & Survey: locks the 6-hex star neighborhood; places a Construction Hub starbase (defensible target).

Scaffold: deploy prefab trusses/arrays by constructor-like ships; each work packet gives empire-wide economy/energy (think “solar farm adjacency” for starbases).

Habitats/Sectors (Ringworld only): each finished hex becomes a Sector with tiles, districts, and unique adjacency bonuses (e.g., Zenith Arcology = +influence, Hydroponics Span = +growth).

Integration: flip a switch for civ-defining bonuses (e.g., trade capacity, ideology unlock, or victory-point trickle). Completion is a victory-class moment, not just +10% output.
Steam Community

Time without tedium: use work packets (global build stockpile) instead of 300-turn timers

Cities/shipyards produce “Megawork” when idle or via a dedicated project; the hub consumes packets each turn.

Add a “Megaproject Speed” slider (Off / Normal / Fast) for people worried about late-game slog. A poster noted “by turn 200 turns are already a slog”—this lets us scale without punishing them.
Steam Community

B) Balance & fairness so it plays nicely on any map

Footprint & UI: the 6-hex footprint answers the scale complaint and frames Dyson vs. Ring as different paths. Dyson emphasizes empire-wide economy; Ring emphasizes colonizable Sectors (effectively 6 small planets).
Steam Community

Costs that feel epic but controllable

Upfront: huge Durantium/Thulium/Elerium (or your equivalent) + influence.

Ongoing: maintenance on the hub; war or events can knock out segments. If a segment is destroyed, you lose the Sector, not the whole ring—drama without rage-quit.

Defense & counterplay: the hub is a raid magnet (pirates, crises), so you’ll escort convoys. Rival empires can run sabotage ops (stall build for X turns) instead of only all-or-nothing wars.

AI hooks (easy to teach)

Build if: treasury surplus + war risk low + star has high traffic/strategic value.

Prefer Orbital on cramped maps, Dyson for tall economies, Ringworld for wide/colonization play.

C) Numbers (directional, not dogma) that make “rings too small” go away

Orbital: 1–2 hex; equivalent of Class 40–60 planet output when complete.

Ringworld: 6 hex; 6 Sectors each Class 20–30 → total Class 120–180 distributed.

Dyson: each Swarm segment = +% economy/energy + sensor radius; Sphere completion unlocks a trade/tech capstone instead of only raw production. This mirrors the thread’s point that rings/spheres should dwarf planets and take more work, while still being playable.
Steam Community

Why this / Key points

The OP wants rings to be much larger (citing Niven); another poster suggests they should occupy the 6 hexes around a star and start usable before they’re finished—this design does both.
Steam Community

A commenter worries that by turn ~200 the game already drags; “work packets” + a speed slider gives scale without extra dead turns.
Steam Community

Splitting a ring into Sectors solves UI/management and makes defense, adjacency, and story beats interesting, not just “a big planet reskin.”

Next steps (dev-friendly asks the thread can rally behind)

(1) Convert the current one-tile “ringworld” into an Orbital; introduce a new 6-hex Ringworld blueprint.

(2) Implement Construction Hub + work-packet flow so partial bonuses kick in immediately.

(3) Add a Megaproject Speed option to respect players who dislike multi-year timers.

If the team wants a quick win now: make “Ringworld” a 3-stage planet-upgrade chain with partial benefits, then promote it to the full 6-hex version in a major update. That alone would satisfy the “too small” complaint while keeping late-game fun intact
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Definitive Cash Grab before the 4th Dawn
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Old Surehand
173
6
版本更新將於 2025 年 8 月 28 日上線,前導預告正式釋出
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DZyous
4
Build Planner not taking from reserves
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DMarkwick
15,320
3
Что? Новая курилка??
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AsterLak
0
78% positive reviews? Fanboys coping.
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NobleFeret
Mostrando 11-20 de 295,052,202 aportaciones