Pangloss

Pangloss

Joined Member # 1987937
0 Posts 3 Replies 70 Reputation

Thanks for the formulae regarding spending, which confirm my speculations. Draginol ideas for tuning the industry/research relation seem excellent (going for more precise control, with a "flat" presentation). I am quite happy with Galciv 2 (my understatement of the year). Its been a looong time since I had this much fun in a strategy game.

130 Replies 139,785 Views

Avatar Frogboy said: I don't see the system as being particularly obfuscated, especially for a game of its complexity. Civilization, for instance, doesn't have player abilities, or a starbase equivalent. It doesn't have stats to obfuscate. ] Actually, Civilization 4 has player abilities (2 per leader). For example, an Industrious leader add 50% to Wonder production, an Organized leader reduce civic upkeep cost by 50%, a Creative

130 Replies 139,785 Views

Draginol wrote: Another area I could see tweaked is the relationship between research labs and factories. Right now, spending is rationed between factories and labs. But that's not the only way it could be done. Other ways would require some UI thought though to keep it from being too complex. For example, rather than having a spending slider, you would simply have an industrial slider and a research slider that would be independent of each other. Then you'd have a d

130 Replies 139,785 Views