Class 1-3 worlds gone from TA?

Is it just the luck of my maps, or did the devs decide to ditch the class 1-3 worlds? I've seen a couple of 4s, but nothing lower that I noticed or saw a computer player colonize. Is it just drastically reduced frequency, or are they gone entirely? They were really great late-game growth engines for me in DA.
6,428 views 11 replies
Reply #1 Top
Looks like they are mostly gone - I found a single PQ1 in my current immense abundant everything, nothing below PQ4 (except Wisp) in the previous 2 games.

With a habitable planet count of ~530-540, an immense map in TA is a bit underwhelming compared to the 750 in a DA gigantic (or 950+ in earlier versions of DA). I was kind of hoping for 1000+ in TA immense, but no joy  :NOTSURE: 
Reply #2 Top
I haven'y seen anything below 4 in any of the games I have played either.
Reply #3 Top
The PQ1 worlds were quite usefull if you are neutral. They turn into pq16 worlds after you have all the techs. This gave you a great boosts around mid game when no other worlds are left.

Bring them back please
Reply #4 Top
With a habitable planet count of ~530-540, an immense map in TA is a bit underwhelming compared to the 750 in a DA gigantic (or 950+ in earlier versions of DA). I was kind of hoping for 1000+ in TA immense, but no joy
End of quote


I'm torn about this on account of the click overhead. Story-wise, 1,000 seems like a good place to start when the alpha adjective is "Galactic." But the main thing the game lacks is a way to methodically collect or delegate decision sets for tasks like building infrastructure, composing combat fleets, and managing starbase logistics.

Regardless of the total number of worlds, I'm curious about why the devs decided to make this change that seems pretty dramatic for the kinds of maps I like. (I don't quite do abundant everything, but I like roomy maps.)
Reply #5 Top
One problem with the PQ1 worlds was that the AI never used them. We still have the odd fact that the low PQ worlds actually update to a higher PQ than home worlds. While we are at it, why do home worlds have such a mediocre PQ? I think home worlds should be PQ26, or whatever is highest at the very least.
Reply #6 Top
I've seen some PQ 2-3 worlds, I don't recall seeing any 1s.

Also, it seems like the terraforming bonus on those worlds isn't as good as it used to be, but that's probably just anecdotal evidence on my part.
Reply #7 Top
PQ should be *gasp* yet another slider, or there should be a way for you to set the range (and average) that PQ can span for habitable planets. (But then, we might not have a game anymore, but just a "collection of options" (or something) as someone from Stardock allegedly put it.)
Reply #8 Top
My score-scoffing side thinks "collection of options" is a swell design theme for a software toy. SimCity is what really got me hooked on computer toys, and SimEarth was even better in terms of picking a detailed baseline and watching stuff happen. (Alas, dear Spore, I'll never know ye...)

But the broader the possible playing conditions, the harder it is to get a "reasonable" scoring system together and the more variability that the computer players need to cover. So I have some sympathy for devs who scoff our endless requests for start-up options.
Reply #9 Top
PQ 26 unlikely to be a home planet.

The environment is so friendly there are few extinctions and less need for intelligence to survive. Hence, intelligent, sentient lifeforms are less likely to develop and/or survive.
Reply #10 Top
My score-scoffing side thinks "collection of options" is a swell design theme for a software toy. SimCity is what really got me hooked on computer toys, and SimEarth was even better in terms of picking a detailed baseline and watching stuff happen. (Alas, dear Spore, I'll never know ye...)But the broader the possible playing conditions, the harder it is to get a "reasonable" scoring system together and the more variability that the computer players need to cover. So I have some sympathy for devs who scoff our endless requests for start-up options.
End of quote


I see your point here. Personally I couldn't care less if they removed "scores" from the game entirely, I never even bother with them.

Soooo... the so called "collection of options" (advanced options or whatever) could still be added into a special configuration area, the catch being that changing the defaults turns off scoring entirely. Kinda like a cheat mode I guess, but not cheating since it affects human and AI equally. Or they could just dump a crapload of options into an xml configuration file (which again cancels out scores), that's cool too.
Reply #11 Top
PQ 26 unlikely to be a home planet.The environment is so
friendly there are few extinctions and less need for intelligence to
survive. Hence, intelligent, sentient lifeforms are less likely to
develop and/or survive.
End of quote


I disagree...

They might as well redesign the planets screen to show us much less tiles on surfaces since the extra "emptiness void of lost potentials" locks up our intelligence to an *access denied* loop hole so big i'd rather slap all of my buildings side-by side cross-wording my way to the bottom and the last square on such a small grid as a sufficating 9x5 but with all & each tiles available to me even if un-terraformed.

You can delay High PQs advantages through design rules (and, as a relative concept - their exact opposites) but not a mind focusing on ONE simple intelligent strategic development worth thinking for.

Not far off, why i simply hate the pseudo enhancement potential call lines in the planetdescriptions.xml files, btw or even, why X-HomeWorlds are beyond what a randomize function can enforce to me.

Even so, the rarety of any given factors doesn't make a game less likely to fulfil its main goal - challenging context but instead simply refines it within a proposed limit. Then, so be it. Nothing stops me from PQ digging a few tiles more though from AIs property if that's what it takes.

Thus, a 12x6 grid of tiles seem comfortable to look at if half-filled but certainly doesn't represent Oceanic expansion, Underground tunnels or Atmospheric locations.
;)