So I was thinking last night about my 40h of game in 3.0.
It's fairly long. I'm on my phone at work so it's a mess. Most idea are probably dumb but here I am.
1/ Pop growth issue
I already talked about it on my first post in this topic.
Basically the Empire Wide Penalty is not liked for several reason :
- Roleplay (some people think it's silly that dudes on some empty planet will stop to reproduce because another rock on the other side of the Galaxy has much people).
- Inconsistency with Economic system. You want to have planet filled for the economic bonus but since the growth is so slow after a while you need to abuse the S-Curve to allegiate the pain. Although in any case people would probably abuse it because more pop is more power (maybe not. It's depends if a specialized planet full of pop is economically more or less better than pumping out pop to half-fill planets). So it totally defeat one of the goal of the change to lessen micromanagement because we still have it.
- Linked to previous point the conquest / abduction style is stronger than ever (granted it was already a winning strat in 2.8). Because getting 200 pops when your own growth is so slow that you need like 30y to get 1 pop naturally is massive.
Also the weird tactic with abusing vassalisation to maximise growth is not something intended.
- Just not satisfying for some people. The fact that it is a mechanical change to fix a technical issue is not helping because a lot of people were just fine even in lategame so they fill punished for no reason (to them).
Suggestions :
It's complex because people will factor those things differently. It's a matter of individual perception. Considering that everyone has different prefered value for the S-Curve and the Empire Wide Penalty I suggested sliders at Galaxy creation so anyone can set the game the way they like it (including disabling said features).
See my first post page 2 for more details.
2/ The Auto-settlement
I played Slavers so I didn't noticed it until I read some people here and I went into thinking. Please keep in mind that I don't playtested this extensively.
The issue is when you see an unemployed the reflex is to build him job. Except he will probably move elsewhere and fill a random job.
"Great I will make a new mining distric... nevermind he went somewhere. I don't know where but my minerals didn't change so he's doing something else"
That means if you want to truly control the production you need to micromanage Open job and pre-build only one planet so people flow to that. If you prebuild more you have no control where they go.
And since you want to specialize planets and the economy is a balance that needs to avance everything together you WILL need to prebuild several places (not necessarily much. Just enough to not have unemployement too long). Which means you have to manually resettle or close jobs.
Don't get me wrong. It's still less micromanagement than 2.8 but It really became an issue in 2.8 only when you have a LOT of planets filled. In 3.0 the micromanagement start sooner.
I think it is somewhat linked to the growth issue but I have trouble telling exactly why. I just feel it so... that's it.
Suggestions :
Here are separates ideas (they are mutually exclusives). I will assume that the pop growth issue is fixed. Not sure they are good, pretty they are terrible and add calculation that would slow the game but if it can eventually help people searching alternatives :
- Make it a planetary decision that makes pop migrate to THIS planet that you want to fill up quickly. Costing influence and food (food is underrated).
- Or the other way. A planetary decision that make people on THIS planet able to go elsewhere (that would hopefully nerf the "Feeder planets strats" if people wants to nerfs it)
- Link resettlement to housing on the planet. Basically if you have no job but the housing is better were you are you stay longer. Or something. So the start to push Capacity to the max but never build a single job so that people are produced at max rate and then move would be less easy (probably still doable though).
- Rework Travel Hub to makes them like Trade Hub that let them "collect" in adjacent system and the more Hub you have the farther it goes. Makes Travel Hub mandatory to auto resettle.
So colony close (in the same sector usually) have free movement but that planet alone way far is on her own until gateway.
- In the same idea than above make it tied to sector so pops move freely in their sector. Travel Hub allow movement to another sector (so just 1 per sector needed). If it can be used like commercial road then piracy would decrease the chance to resettle to another sector (that would also buff piracy which is a total joke).
3/ Intel and Operation
Great system but operations are not really exciting. Expensive for mostly weak effects.
- Extort Favors and Steal Tech are the winners there.
- Gather Intel and Recrut asset are fine.
- Sabotage Starbase is useless. I don't see ANY situation where that would be usefull.
- Arm privater don't do much. Last time I tried it the pirate sat in one system and did nothing for decades until the game end. Also the fact that their fleet power is fixed makes it useless after a while.
- Smear Campaign and Spark diplomacy incidence does... nothing ? I don't know. I tried it on 2 allied AI and they were still best friend after I sparked incident on every sides. But maybe they were just too high.
- Never tried Crisis Beacon.
- If there are other operations I don't recall it. Meaning I tries it and it was useless so I forget about it.
Suggestions :
- Sabotage base disabling the FTL inhibitor would probably be super strong. Too much maybe as it makes chokepoint less strong (well. Until Jump but jump decrease fleet power so there is a downside).
- Sabotage base reducing base power of a % (20 ?). Still usefull especially early war when you can't just swarm easily a base.
- Sabotage a specific Gateway to deactivate it for some times. Can be strategically usefull.
- Break alliance / Federation
Like Spark Incident but dedicated to break defense pact and stuff. No idea how to balance it but would be nice.
- Propaganda
Push an ethic to someone else. Not making them change ethic overnight but if you keep doing it that could adds up. And if they rebel they would prefer you as overlord ?
Maybe also reducing resistance of pop on conquested wolds at some point if you do it enough. Dunno how to do it but it sounds cool.
- Arms privateers
Buff it so they will get stronger as the game goes (maybe based on the economic and science power of the country that arms them). Maybe make them targate starbase if they are strong enough. So it can be a way to weaken just a few Month before invading.
- Counter espionnage
Make THEM see less on YOU.
- Fake report
Makes you looks stronger than you really are for a while (like pathetic would be seen as inferior or something). If they were not actually seeing anything on you it's just wasted.
4/ Galactic Community / Imperium
So I was doing an evil diplomatic run and ... well ... except from preventing progressive law I had nothing to do.
It would be nice if we could go FULL DYSTOPIAN and pass law like :
- Enslaved race
Anyone has to enslaved said race. Empire without slave policy and empire with huge population of this specie will naturally fight it. If it pass anyway they may leave the Community (based on how much said change would mess them up). I mean you can cripple slaver empire so that is just fair.
- Purge race
Same as above but with purge. Unlikely to pass ofc. But if you want to be truly evil... Or just to get ride of those annoying psychic rats.
Probably other things to do. Especially with criminal heritage Flavor stuff. I didn't think much about this one.
Also about the Imperium :
- No vote. I'm the Emperor. We don't need democracy. Whatever I say is DONE. But the more it is unpopular the more Imperial unity is damaged.
- Imperial Fleet should be 400 + Whatever cumulated fleet size the previous federations had before dissolving. Also getting their military bonus if they had one. (No cumulative).
At the moment the Imperial fleet actually WEAKEN the Galaxy.
5/ Misc.
- An icon on the Galactic Community logo that tell me if I'm actually losing or winning on the senate (like a red dot if I am opposing something but the votes are currently favoring it).
- I wanted to use "Hostile action" on first contact but that require a nearby vessel so I had to keep the screen open without taking the option until it became available and I saw it by luck and selected it.
A button "do it when available" would be welcome.
- Sometimes I can't vassalize Someone and since the button isn't even there I can't check why the conditions are not there anymore.
It's fairly long. I'm on my phone at work so it's a mess. Most idea are probably dumb but here I am.
1/ Pop growth issue
I already talked about it on my first post in this topic.
Basically the Empire Wide Penalty is not liked for several reason :
- Roleplay (some people think it's silly that dudes on some empty planet will stop to reproduce because another rock on the other side of the Galaxy has much people).
- Inconsistency with Economic system. You want to have planet filled for the economic bonus but since the growth is so slow after a while you need to abuse the S-Curve to allegiate the pain. Although in any case people would probably abuse it because more pop is more power (maybe not. It's depends if a specialized planet full of pop is economically more or less better than pumping out pop to half-fill planets). So it totally defeat one of the goal of the change to lessen micromanagement because we still have it.
- Linked to previous point the conquest / abduction style is stronger than ever (granted it was already a winning strat in 2.8). Because getting 200 pops when your own growth is so slow that you need like 30y to get 1 pop naturally is massive.
Also the weird tactic with abusing vassalisation to maximise growth is not something intended.
- Just not satisfying for some people. The fact that it is a mechanical change to fix a technical issue is not helping because a lot of people were just fine even in lategame so they fill punished for no reason (to them).
Suggestions :
It's complex because people will factor those things differently. It's a matter of individual perception. Considering that everyone has different prefered value for the S-Curve and the Empire Wide Penalty I suggested sliders at Galaxy creation so anyone can set the game the way they like it (including disabling said features).
See my first post page 2 for more details.
2/ The Auto-settlement
I played Slavers so I didn't noticed it until I read some people here and I went into thinking. Please keep in mind that I don't playtested this extensively.
The issue is when you see an unemployed the reflex is to build him job. Except he will probably move elsewhere and fill a random job.
"Great I will make a new mining distric... nevermind he went somewhere. I don't know where but my minerals didn't change so he's doing something else"
That means if you want to truly control the production you need to micromanage Open job and pre-build only one planet so people flow to that. If you prebuild more you have no control where they go.
And since you want to specialize planets and the economy is a balance that needs to avance everything together you WILL need to prebuild several places (not necessarily much. Just enough to not have unemployement too long). Which means you have to manually resettle or close jobs.
Don't get me wrong. It's still less micromanagement than 2.8 but It really became an issue in 2.8 only when you have a LOT of planets filled. In 3.0 the micromanagement start sooner.
I think it is somewhat linked to the growth issue but I have trouble telling exactly why. I just feel it so... that's it.
Suggestions :
Here are separates ideas (they are mutually exclusives). I will assume that the pop growth issue is fixed. Not sure they are good, pretty they are terrible and add calculation that would slow the game but if it can eventually help people searching alternatives :
- Make it a planetary decision that makes pop migrate to THIS planet that you want to fill up quickly. Costing influence and food (food is underrated).
- Or the other way. A planetary decision that make people on THIS planet able to go elsewhere (that would hopefully nerf the "Feeder planets strats" if people wants to nerfs it)
- Link resettlement to housing on the planet. Basically if you have no job but the housing is better were you are you stay longer. Or something. So the start to push Capacity to the max but never build a single job so that people are produced at max rate and then move would be less easy (probably still doable though).
- Rework Travel Hub to makes them like Trade Hub that let them "collect" in adjacent system and the more Hub you have the farther it goes. Makes Travel Hub mandatory to auto resettle.
So colony close (in the same sector usually) have free movement but that planet alone way far is on her own until gateway.
- In the same idea than above make it tied to sector so pops move freely in their sector. Travel Hub allow movement to another sector (so just 1 per sector needed). If it can be used like commercial road then piracy would decrease the chance to resettle to another sector (that would also buff piracy which is a total joke).
3/ Intel and Operation
Great system but operations are not really exciting. Expensive for mostly weak effects.
- Extort Favors and Steal Tech are the winners there.
- Gather Intel and Recrut asset are fine.
- Sabotage Starbase is useless. I don't see ANY situation where that would be usefull.
- Arm privater don't do much. Last time I tried it the pirate sat in one system and did nothing for decades until the game end. Also the fact that their fleet power is fixed makes it useless after a while.
- Smear Campaign and Spark diplomacy incidence does... nothing ? I don't know. I tried it on 2 allied AI and they were still best friend after I sparked incident on every sides. But maybe they were just too high.
- Never tried Crisis Beacon.
- If there are other operations I don't recall it. Meaning I tries it and it was useless so I forget about it.
Suggestions :
- Sabotage base disabling the FTL inhibitor would probably be super strong. Too much maybe as it makes chokepoint less strong (well. Until Jump but jump decrease fleet power so there is a downside).
- Sabotage base reducing base power of a % (20 ?). Still usefull especially early war when you can't just swarm easily a base.
- Sabotage a specific Gateway to deactivate it for some times. Can be strategically usefull.
- Break alliance / Federation
Like Spark Incident but dedicated to break defense pact and stuff. No idea how to balance it but would be nice.
- Propaganda
Push an ethic to someone else. Not making them change ethic overnight but if you keep doing it that could adds up. And if they rebel they would prefer you as overlord ?
Maybe also reducing resistance of pop on conquested wolds at some point if you do it enough. Dunno how to do it but it sounds cool.
- Arms privateers
Buff it so they will get stronger as the game goes (maybe based on the economic and science power of the country that arms them). Maybe make them targate starbase if they are strong enough. So it can be a way to weaken just a few Month before invading.
- Counter espionnage
Make THEM see less on YOU.
- Fake report
Makes you looks stronger than you really are for a while (like pathetic would be seen as inferior or something). If they were not actually seeing anything on you it's just wasted.
4/ Galactic Community / Imperium
So I was doing an evil diplomatic run and ... well ... except from preventing progressive law I had nothing to do.
It would be nice if we could go FULL DYSTOPIAN and pass law like :
- Enslaved race
Anyone has to enslaved said race. Empire without slave policy and empire with huge population of this specie will naturally fight it. If it pass anyway they may leave the Community (based on how much said change would mess them up). I mean you can cripple slaver empire so that is just fair.
- Purge race
Same as above but with purge. Unlikely to pass ofc. But if you want to be truly evil... Or just to get ride of those annoying psychic rats.
Probably other things to do. Especially with criminal heritage Flavor stuff. I didn't think much about this one.
Also about the Imperium :
- No vote. I'm the Emperor. We don't need democracy. Whatever I say is DONE. But the more it is unpopular the more Imperial unity is damaged.
- Imperial Fleet should be 400 + Whatever cumulated fleet size the previous federations had before dissolving. Also getting their military bonus if they had one. (No cumulative).
At the moment the Imperial fleet actually WEAKEN the Galaxy.
5/ Misc.
- An icon on the Galactic Community logo that tell me if I'm actually losing or winning on the senate (like a red dot if I am opposing something but the votes are currently favoring it).
- I wanted to use "Hostile action" on first contact but that require a nearby vessel so I had to keep the screen open without taking the option until it became available and I saw it by luck and selected it.
A button "do it when available" would be welcome.
- Sometimes I can't vassalize Someone and since the button isn't even there I can't check why the conditions are not there anymore.
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