Development levels.

Hope this hasn't been discussed elsewhere, if so just shout at me
A good feature of GC2 will be that you have limited tiles and what is good to build on them. However I am still a bit worried that a sudden speed asisted land (planet) grab is going to be a strong factor in the outcome of a game.

In order to counteract this I thought it may be an idea to keep track of the tech/development level of new colonies:
a) Home planet is fully developed so has a starting tech level of say 4 out 5. This means that you can immediatly build anything wonders/lanetery improvements that have been researched as you have the local capability.
b) New Colonies start of as a tech level of 1 regardless of how advanced you are globally.
c) In order to progress you have to implement certain local improvements eg Before you can build an eyes of the Universe on a new colony it may need a tech level of 3, representing the local means to achieve such a complex project. This could require a manufacturing base / a spacport for imports etc / exsiting farms and other infrastructure etc. This may mean that certain improvements get an infrastructure score associated with it allowing you to proegress to higher tech points on that planet.

This would lead to lots of strategic choices:
a) Do I expand rapidly and miss out on being able to get many wonders or Galactic achievemnts early.
b) Do I boost my moral, and PQ now or do I add Anti Matter power plant and Factory Center in order to build Tri Strontium shields Trade goods or whatever.

This may not be too hard to add at a future time and it is just an extension of 'You need X and Y before Z' approach so the AI should be able to handle it too.
There are probably better ways of going about this but as I mentioned at the start I still looks like a rapid expansion will reap the most rewards? I would like a to try other approaches eg. Build a small but Power manufacturing empire, or economic empire, or military base - you got all 3 in C1, as long as you got plenty planets, the starting picks just helped. This could also minimise the Ctrl+N effect where you always looked for a good starting position.
Finally, this could help for campaign scenarios where you get the chance to try out different approaches.


Negative aspects of this feature are: posted below
23,618 views 25 replies
Reply #1 Top
I like the idea and agree with the logic but it might make for problems in both the AI and the early game play.
Reply #2 Top
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Reply #3 Top
limited resources, then players are forced to strike a balance between build up and expansion. This enables both strategies, expansion and building, to be usable, and cuts down on the monotony of the early game.
Reply #4 Top
oing back to each one of our hundred planets to upgrade them again and again and again.
Reply #5 Top
ion. It could also be that the devs have already thought of better ways of doing this based on Brads quote, but AFAIK we have little info on the details yet, hense my post.
Reply #6 Top
ng to level 2 and then to level 3. No extra micromanagement.

Paul.
Reply #7 Top
ones the player leaves for later to risk enemy development. A bunch of that is decided by stellar geography and nation placement -- whatever choices remain are where there is room to play with the colonization rush.
Reply #8 Top
- that has only shipyards - or one that has only research, etc.



Reply #9 Top
er strategies except land grab? Whats your alternatve idea (like Angelwrms)...or is it just fine as it is like Star Ranger?
Reply #10 Top
ave the tileage! (Remember, all Wonders/Trade Goods/Achievements will require a TILE. That's one less tile doing something "useful" like manu, research, etc etc etc.)
Reply #11 Top
y and so I am jumping to conclusions , but I am not convinced yet it will have all the desired effects. What would dissuade you from getting as many planets as possible at the start?
Reply #12 Top
arts of pumping out the colonizers every 2 turns until all the decent worlds are grabbed. I wonder if players would die of shock?
Reply #13 Top
ed. This cannot be done in GC1 and I'm not sure it can in GC2 yet.

Paul.
Reply #14 Top
to a predefined path is why the land grab sucks.
Reply #15 Top
hat require certain buildings to be built before others can be. That's not a penalty, it's a mode of play that many people find fun.

Peopel are still free to land grab or build wonders, but now there is a strategic choice.

Paul.
Reply #16 Top
tios that can be used and still believe that you have a good chance to win the game.
Reply #17 Top
e game could reenforce that notion.

BTW, I am aware that in GC2, the races are pretty established in their empires and such... this is more from the perspective of custom campaigns and such. It could be a lot of fun.
Reply #18 Top
would have been clever to use a rush approach and sometimes better to have built up a stronger foundation of the starting colonies; thus no partular strategy will always have a better chance of success.
Reply #19 Top
BR> I think this could be pretty effective at least until playing on a Gigantic galaxy size. At least its my first "Cool" idea
Reply #21 Top
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Reply #22 Top
ially loved the image of the planet with a cowboy hat... or the shark ships... There was so much personality to that incredibly simple game.
Reply #23 Top
ead. I wish we had PMs here.)
Reply #24 Top
k, back to your regularly scheduled thread... sorry UF
Reply #25 Top
No problem, keeps it 'bumped' to the 1st page of the forum Besides these things always have a life of their own.