I can wait. Crisis in the Kremlin remake is coming out in Apr. 28th."currently expected". I note Q2 is anywhere from May to July.
The balancing still can use work. Since what are Life-seeded supposed to do with their 6 rare resources?
I can wait. Crisis in the Kremlin remake is coming out in Apr. 28th."currently expected". I note Q2 is anywhere from May to July.
Hopefully this is true, otherwise the resources will loose any sense of scarcity they had.The rare resource buildings were pretty obviously a WIP, which is why I reframed from commenting on them in my feedback post.
However perhaps the rare resource extractor buildings aren't meant to be built on any planet, but only on planets with the relevant feature as a means to upgrade production from those features and make them more relevant. Sort of like how Betharian Power Plants can only be built on planets with Betharian Fields.
This is a good solution the only thing I’d add is that amenities, as a local resource, shouldn’t really have a zone dedicated to them, at least not if zones are going to be this scarce. They become essentially mandatory for most planets and that’s a big problem, since it defeats the point of the system by creating a false dilemma with a correct option and a bunch of traps.I will somewhat echo the sentiment that the beta was released too early. I understand a desire to get things in front of people asap, but I feel like at minimum the very early game (like first 50 years) should of been feature complete for the most common origins/civics. As it stands I can't make it more than 10 minutes or so into a save before really obvious beta problems have such a big impact on my game that any feedback for later stages of the game is tainted. I just don't think the pretty minimal amount of useful feedback is worth the tradeoff of some people's first experience with 4.0 being very clearly broken even by beta standards and, fair assessment or not, feeling like there's no possible way it will be ready in time for the announced release goal of May.
That being said, here's the feedback I can offer on the first 10 minutes of gameplay and some ideas on how to fix it. I was playing United Nations of Earth on Cadet difficulty.
One big problem is that it's incredibly easy to end up with a massive labor shortage very early in the game. Right now the bugs in the job priority system make it worse since it also triggers a bunch of production deficits, but right now simply building a second zone, which feels like an obvious early step, immediately wipes out all of your civilians and then some. And that's kind of weird, since that means you'll might have no civilians whatsoever by the time you are ready to your first colonies. In addition there seems to be no alloy production from jobs and no obvious way to get more...unless you build a foundry zone which causes the problem I outlined above.
My solutions would be this:
Both available zone slots will be filled on day 1. One with the existing Early Industrial Zone, and the other with an "Early Urban Zone". Early Industrial Zone will have a primitive factory providing Consumer Good jobs, and Primitive Foundry providing alloy jobs. Existing pollution debuffs from the factory is split between them. The Early Urban zone will have a Simple Science Lab providing Scientist jobs, and Outdated Offices providing unity jobs. The zones themselves will provide civilian capacity but no jobs whatsoever.
These outdated buildings can be upgraded right from day 1 into their starting equivalent. Primitive Factory becomes Civilian Industries, Simple Science Lab becomes Research Labs, etc. If their starting equivalent currently doesn't provide a baseline of jobs in 4.0, it will be changed to do so. This will be part of the early game "clean up", like removing the starting blockers.
Finally, when it comes time to upgrade these starting zones, you will not have to demolish any buildings. Instead any buildings incompatible with the new zone type would become abandoned and only be reactivated if you change zones again to a compatible type.
I'm okay with not having an advanced generic Industrial Zone, but I would suggest that Civilian Industries, which would have a baseline of jobs, should be buildable in Foundry zones and vise verse. This would allow some needed flexibility in the early game before you have enough planets to specialize properly.
But that's not what TheFounder was getting on my back about. Talking about a timeframe is still talking about a release date. I don't even think that's been the only mention of it."currently expected". I note Q2 is anywhere from May to July.
It seems to me that putting out the beta was a really good idea because, already, some pretty severe issues are starting to surface that can now be designed out.But that's not what TheFounder was getting on my back about. Talking about a timeframe is still talking about a release date. I don't even think that's been the only mention of it.
Besides, Overlord, Galactic Paragons, AND Machine Age all dropped close to the 8th May in their respective years. It's entirely reasonable and rational to put the evidence together and presume 4.0+it's DLC will follow the same pattern, and given this thread, entirely reasonable for me to suggest that unless the Devs can really make big fixes quite quickly, trying to hit the likely May date might be a problem.
I don't get what is so controversial about this thought.
Why would you even think for a second that the mines aren't a bug/test/WIP thing?Hopefully this is true, otherwise the resources will loose any sense of scarcity they had.
Do you mean the marrauders? Their raiding fleet does seem a bit excessive. No idea why, the script is still based on the year.never mind the mines, worry about the 10k pirate fleets randomly spawning![]()
Do you mean the marrauders? Their raiding fleet does seem a bit excessive.
I noticed the same thing. And those seem to be high priority too.Do the colonist jobs on new planets seem useless? They provide amenities and build speed, but I could just build luxury housing to cover all early amenities needs and close the colonist jobs to get the pops working in whatever I want the planet for. Build speed is meaningless because the planet develops much slower than my need for building anything new. Furthermore, there aren't many options for building at all at that stage of planet development. After you build your first zone and add your specialization building, all you do is build more districts.
Would that really be a problem ? Having rural worlds that "feed" megaworld through migrations feel both realistic and interesting. Having rural worlds that stay that way would be a meaningful choice. This would also have the advantage of not having to concentrate on too many planets as letting some rural worlds underdevelopped would be optimal.The main worry is players keeping the population numbers artificially low/never upgrading, to have a good place to grow population.
I played a bit this weekend and while not everyone will agree with me I personally think that the numbers should go back to 1 instead of 100.
The reason is that there are two different scales that are not clearly delimited. Resource production follow the old scale. 100 pops will produce something like 6 minerals. On the other hand, amenities and housing follow the new scale so you have huge numbers like 6000 available houses or -20000 amenities.
I have no doubt that people will learn those two scales and it won't be that much of a problem but I feel that small numbers are way more readable. Plus gaining 0.01 pop instead of one kinda makes sense as you need 100 pops to man one "complete" job so saying that it's 1 pop feels natural. And 0.01 shows that this single extra pop doesn't change a lot in the economy. In fact I personally found no reason to track that number as precisely in the beta (as a player I mean, it's great that the game does for pop growth purpose).
I feel that the slider will also make more sense : sliding to 4 pops mean you get the base production 4 times. More intuitive than 400.
Going back to the old numbers will be more readable while not changing anything mechanically.
They never considerd mortality for pop growth. Otherwise the Leader Age traits would have a impact here.does the population have a mortality rate or do they grow indefinitely?
I played a bit this weekend and while not everyone will agree with me I personally think that the numbers should go back to 1 instead of 100.
The reason is that there are two different scales that are not clearly delimited. Resource production follow the old scale. 100 pops will produce something like 6 minerals. On the other hand, amenities and housing follow the new scale so you have huge numbers like 6000 available houses or -20000 amenities.
I have no doubt that people will learn those two scales and it won't be that much of a problem but I feel that small numbers are way more readable. Plus gaining 0.01 pop instead of one kinda makes sense as you need 100 pops to man one "complete" job so saying that it's 1 pop feels natural. And 0.01 shows that this single extra pop doesn't change a lot in the economy. In fact I personally found no reason to track that number as precisely in the beta (as a player I mean, it's great that the game does for pop growth purpose).
I feel that the slider will also make more sense : sliding to 4 pops mean you get the base production 4 times. More intuitive than 400.
Going back to the old numbers will be more readable while not changing anything mechanically.
It may not have been clear but the change would be only cosmetic. Calculations in the background would still be exactly the same. Just the number shown to the player for pops, amenities and housing are divided by 100 even if they are still "normal" in the game.I think this might be a decent compromise.
I know from a programing optimization side of things it's easier to do calculations on whole numbers, but there's probably a world where pops are tracked in the larger scale on the back end but use the smaller scale in the UI and things work out fine.