Jeznob

Jeznob

Joined Member # 2541527
3 Posts 13 Replies 128 Reputation

While I suspect this exercise is largely pointless, here's my two: 1) Change how constructors and starbases work so you only need to make 1 constructor per starbase. Once the starbase is constructed all you need to do to upgrade it is pay money over time. Starbase management is one of the few micromanagement parts of the game and it is tiresome. I don't understand why exciting space and land combat is simplified, when boring infrastructure management isn't. I know you can set waypoints

60 Replies 26,689 Views

Instead of banning tech trading all together, why not make this an option? The player(human or AI) can only sell techs that they have researched themselves. Or in other words, you can't sell a tech that you have either bought or stolen from another race. All that would need to happen would be to give technologies an extra binary variable. A tech is set to 0 when it either: - has not been researched - has been bought from another race - has been s

7 Replies 8,777 Views

Highlight space below for my theory: I would put good money on a certain yellow coloured race being destroyed. Their homeworlds just narrowly avoid being conquered in the galciv2 campaign...I wouldn't expect them to hold out again. Also, I reckon the Drath will be shown the door too. They get too many great bonuses already. I just don't see neutrals prospering in an evil galaxy. When a line in the sand is drawn, sometimes you just have to pick a side.

11 Replies 6,183 Views

Yeah all that would need to happen would be to give technologies an extra binary variable. A tech is set to 0 when it either: - has not been researched - has been bought from another race - has been stolen through espionage/planet invasion It is set to 1 only when it has been properly researched. And only those techs set to 1 can appear in the diplomacy window to trade with. The effect of this, is that you can no longer make a profit by buying a te

20 Replies 16,406 Views

Hey taltamir, you've given me a great idea! Instead of a 'market' screen which would be a bit of work and require recoding for the AI, how about this: The player(human or AI) can only sell techs that they have researched themselves. Or in other words, you can't sell a tech that you have either bought or stolen from another race. It is simple, but it would work!

20 Replies 16,406 Views

If anyone at Stardock has read this I would greatly appreciate some feedback, however brief. I believe in this idea, but there is also no point flogging a dead horse. ..... There I go again with those stupid Terran cliches! 1) I have no idea what/who 'horse' is. 2) I don't know what it means to 'flog' one of these creatures but I suspect it has something to do with some sick human-beast reproduction ritual. Hmm. Note to s

20 Replies 16,406 Views

My operational concept is that tech trading is just an overlap area covering functional aspects of my economic strategy and my diplomatic/warfare strategy. I agree with this, or at least this is what I hope tech trading can become. Simply the means to further some other strategy. However at the moment, it really can be abused, and it

20 Replies 16,406 Views

Hmm perhaps I have got side-tracked. My goal is to think up an idea that negates the exploitation of tech trading. But I now see that the idea needs further development so as not to reduce a player's control of their trading strategy. I agree that if the player wants to pump a particular civ (like an ally) with techs and trade goods to the exclusion of others, they should be able to do so. Some of these simple ideas could be implemented along with the 'market' screen: 1)

20 Replies 16,406 Views

SrGalen, I understand what you are saying but think about your last sentence. "Selling it to a central clearing house removes any control I have as to who buys what I have researched or otherwise acquired." I contend that it is the first act of selling the technology to an external party , not the clearing house itself, is what removes your control as to who buys what you have researched or otherwise acquired. Once a piece of technology is out in the public

20 Replies 16,406 Views

Also, by making the UP central to the game's trade system, there would be a harsh penalty for leaving. You would give up not only your trade income, but also your ability to buy and sell new techs and trade goods. That sounds harsh but if you think about it, it is reasonable. When you become a rogue state, you are effectively declaring you need NOTHING from the other races and it is only a matter of time before you conquer the rest of them.

20 Replies 16,406 Views

Thanks Moiiska. I just hope someone at Stardock sees it. Fingers crossed. Fingers crossed......Gah! Bloody humans and their cultural influence will be the end of my race. Even I, First Jeznob of the Jeznob, am falling victim to their cultural assimilation. I don't even HAVE fingers!

20 Replies 16,406 Views

...the way Galciv 2 is supposed to play? Stardock obviously wanted the game to be as open ended as possible by providing multiple victory conditions (tech, diplomacy, influence, conquest), and this idea of mine still fits in with that. I don't think it is that radical a change at all. Currently, diplomacy and bartering are dealt with on the same screen. I believe they should be split to two different screens. 1) Have a UP 'market' screen where you can buy and se

20 Replies 16,406 Views

Galciv2 is a fun game, but I think its diplomacy system needs an overhaul. Resorting to disabling tech trading reeks of a quick fix and ultimately detracts from the 'feel' of the game. This is probably too big of an idea for a patch but could be implemented for the expansion. Here is my idea: Instead of allowing individual races to barter over trade goods and research in the diplomacy screen, make the United Planets a one stop shop. If you research a technology a

20 Replies 16,406 Views