You really went out of your way to blow this up way beyond what's needed.Its not superrior. it might be better at some things, but the 3.14 isn't superrior. Problems with the 3.14 system that the beta one does better in my opinion is.
- Choices in what you build on a 3.14 planet do not impact future choices. making each one done in isolation and thus much less interesting.
- 3.14 planet building is dominated by buildings, so it feels like you are making a single city not a planet. zones and districts--for all their problems--sound and feel more like regions being developed.
- building slot do not compete with each other in 3.14, so they are kind of boring. you are never deciding what you don't want on this planet, only what you don't want. this is also boring.
- 3.14 planet building was very static. any change to the system was always going to break things and any attempt to change the problems here would effectively change over to another system anyways. regardless of the paint job given it. This is possible due to the years of tweaking in the system.
- 3.14 provided no incentive to build mixed planets. I did it all the time, but only because I preferred it, knowing I was effectively shooting myself in the foot. Which I never liked and always felt like I was being punished just by playing the game. This last one is not perfect in the beta, but at least its much improved. Mixed planets are still weak, but at least they aren't punished.
I don't see how this system limits player decision in the way you are suggesting. As far as I can tell, mono-planets are still insanely powerful. The impact of the logistics isn't crippling and you can cover it easily by building a trade planet. If you want mixed planets, you are not punished for it because planet designations are no longer as powerful as they used to be, and you aren't losing as much. Plus, the overhead for increasing your mixed planet economy is now on par with that of a mono-planet economy.
Decisions are a lot more important, with what has been removed being poor decisions for games anyways. If you build a zone, you have less zones you can build on that planet. if you want all of the buildings for a certain planet, go mono. if you don't think its worth it--like i don't--than you can use whatever building you think is best for whatever planet you are looking at.
You can decide which buildings you want, and that decision limits future building choices, and can be reversed so you aren't locked into bad ideas. These are good decisions. Good decisions have impact on future related decisions.
I'm sorry, but I don't think we can possibly know enough as to make the question about weather or not any system that hasn't been reworked could have been reworked in stead of this one.
- This assumes the devs felt they had good ideas that could be expanded on in the future to fix the other systems. or even wanted to work on it, ground combat has been dismissed sense the first military rework as of minimal importance.
- This also assumes the dev teams had the resources to fix the other systems. Perhaps the best ideas they have for internal politics requires some skill set the team doesn't believe they have enough of. so can't currently fix to their own satisfaction.
- This assumes the devs were equality excited about the other fixes to this change. I'd much rather have a developer team that enjoys the work they are doing, than a developer team that is 'fixing my pet problem' but isn't enjoying it. the final product is better in my experience.
A finite number of people can only have a finite number of ideas after all.
- The 3.14 system is superior in virtually every way.
1. Completely untrue. And the new system doesn't change anything in that regard to begin with.
2. That's an opinion.
3. Once again, an opinion. And they absolutely do compete. Building slots are limited in number to begin with.
4. What problem? You still haven't formulated any actual problem. Also the building system is no more or less static than the new one.
5. This is not a problem. This is a good thing. You've just admitted you are in favor of a system that forces the lowest common denominator, because there's where you put yourself to begin with. Now everyone will be forced into this and you see this as a good thing. This point alone makes me want to reflexively ignore anything and everything you've said at any point.
I'm curious about something if I may ask. To what year do you tend to play your campaigns, which galaxy size and difficulty? This isn't trying to take potshots at your skill. I'm curious if your experience is completely different from mine and this might impact your perception of the game.
As for your other points. I know those weren't in response to me but you seem to have a bit off an odd take. The Devs aren't here to do things that "excite and interest them", they're here to create a game that's fun for the players and fix issues. This isn't some hobby project they work on in their spare time. But an exceedingly expensive product.
Doing another planetary rework, especially once that was entirely unnecessary to force some suboptimal playstyle and reduce everyone to the lowest common denominator should've been very low on the priority list. Yet here we are.
They could've done that by "Buffing" generalist planets. Which isn't a way they picked. And the devs "wanting things changed", especially Eladrin is something I've come to dread. Because Eladrin has been "changing" things since he took over, and aside from a possible pop rework and lower lag, almost all of his changes have been universally negative.Thebproblem is that the game gives heavy incentives to build hyper-focussed planets, without the costs associated with that. This is a behavior the Devs want changed, they think the game would be better if both focused planets and generalist planets had ways to make them efficient. I think likely this may be tied into the AI Empires and problems coding them as well.
Resources produced on a planet move to another like magic, there should be an infrastructure or logistics cost to this. In the same way that Amenities was a way to add realism and limit the "all laboratories" type builds.
My post is about various ways the Devs can add new options to make multiple-industry worlds also viable in the game. Both for players, and so AI Empires work better.
And no, stuff doesn't "move like magic". We're paying upkeep costs through the wazoo for stuff. In Energy CREDITS alone, which had been envisioned by prior lead devs as the universal currency. As for "the Ai could do better this way", the Ai isn't a player. What the Ai does well with or not should NOT be the focus or of any importance. The Ai cheats it's ass off anyway.
I have the same question for you I have for the other guy. I'm genuinely curious. What galaxy size do you play on, what difficulty, etc. I genuinely wonder if these have such a huge impact on perception of the game and balancing.
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