Unless I missed something, there is farms, marine farms et hydroponic farms.
This implies that food production is condemned during a lot of years to oceanic, Gaïa and earth like. And then hydroponic appears and the universes become food friendly.
At start the game is a lot repetitive. research platform, research marine farm, colonize oceanic, make food on it. There's not so much thinking.
Can we see at a bit more diversity. I find the idea of a having marine farm nice but may be we could have agricultural biodomes (when we got the atmospheric domes and later the other domes). They should not be as productive as hydroponic farm or a marine farm but they could add a bit of diversity in the early game.
Farm diversity
Re: Farm diversity
Sure it's possible. Just need more ideas like this and then a time to "balance" themFlef wrote:Unless I missed something, there is farms, marine farms et hydroponic farms.
This implies that food production is condemned during a lot of years to oceanic, Gaïa and earth like. And then hydroponic appears and the universes become food friendly.
At start the game is a lot repetitive. research platform, research marine farm, colonize oceanic, make food on it. There's not so much thinking.
Can we see at a bit more diversity. I find the idea of a having marine farm nice but may be we could have agricultural biodomes (when we got the atmospheric domes and later the other domes). They should not be as productive as hydroponic farm or a marine farm but they could add a bit of diversity in the early game.

Re: Farm diversity
That's only an idea; I find the hydroponics quite an easy solution to food production. Once the tech is discovered, they can be popped everywhere.
But the hydroponics require some science so I don't know if they are good like that or not.
Planets also would need a bit of love.
The very majority of desert & frozen planets are to extract minerals. earthlike are likely to be set on industrialization, oceanic are likely to be set on agriculture etc etc etc. It is quite mechanical, not completely of course, but there is not so much thinking too.
We desperately need minerals and for that we need food. So there is not 50 options.
It can also be an option to play of bit on the agricultural capabilities of the planets to induce some variations in the gameplay and make it more dependant of the topography of the galaxy.
With agricultural domes that can also be a kind of technological choice.
But well.. the AI has to handle it ...
But the hydroponics require some science so I don't know if they are good like that or not.
Planets also would need a bit of love.
The very majority of desert & frozen planets are to extract minerals. earthlike are likely to be set on industrialization, oceanic are likely to be set on agriculture etc etc etc. It is quite mechanical, not completely of course, but there is not so much thinking too.
We desperately need minerals and for that we need food. So there is not 50 options.
It can also be an option to play of bit on the agricultural capabilities of the planets to induce some variations in the gameplay and make it more dependant of the topography of the galaxy.
With agricultural domes that can also be a kind of technological choice.
But well.. the AI has to handle it ...

Re: Farm diversity
This is a balance issue mostly.
Ocean and Earthlike planets are just too important for everything, especially research.
These two world types basically decide the game.
Ocean and Earthlike planets are just too important for everything, especially research.
These two world types basically decide the game.
Re: Farm diversity
I like the farm choices like they are. Hard choices are forced.
And, Oceanic and earthlike planets SHOULD be massively critical. I think the whole thing is well thought out and balanced. I experimented with trying to farm a planetoid.
Don't.
The only issue I see is that ALL the races like the same type of planets equally...I think.
And, Oceanic and earthlike planets SHOULD be massively critical. I think the whole thing is well thought out and balanced. I experimented with trying to farm a planetoid.
Don't.
The only issue I see is that ALL the races like the same type of planets equally...I think.
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- Lance Corporal - SdKfz 222
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Re: Farm diversity
I farm Planetoids all the time once I have Hydroponics. I end up colonizing Planetoids early as fuel spots, then later I switch em from micro to agriculture and they make a good food surplus which I can then use to switch other planets from Agri to Innovation.
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- Lance Corporal - Panzer IA
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Re: Farm diversity
OK so I realise food is a hard balancing mechanic especially with how buildings are mutually exclusive in terms of planetary output, but why oh why can't I trade for food? I can get someone else to build warships for me (I've not actually done this so don't know the specifics but I've seen the option) especially in the early mid game stages where I find trading really helps fill those early colonisation issues being way too wide and not even close to tall enough in empire build to sustain it. I've had to place 3/4 of my worlds on food rationing with reduced working hours to prevent revolts and my populations starving however I'm fully able to offer fantastic deals to the AI in other areas so far, as my empire is easily 3 times bigger than any other the AI's I've met so far (5/9) with them all having less than 20 colonised worlds atm while I'm somewhere in the seventies rising fast enough that its something that would be a chore to track, two of the AI's have already asked me to step into wars on there behalf and the stupid cats declared war on me for some non existent slight to which my response has been to steam roll though a third of there colonies capturing five planets in as many years, without losing a ship or fighter of yet.
Actually I'd really like it if I could stack up demands especially when it comes to offering peace, I don't want a technology, a planet or 5/10% of there minerals I want multiple techs, planets and the tax along with some deactivating of military assets on there behalf. I may have missed it but can I offer to build some ships/stations for the other factions or do they have to ask, as I've not seen a way of proposing such a deal, which could be really useful if two AI factions are at war and one side is considerably stronger, as it would allow you to be rewards fiscally for production that will actively help prevent the strong AI from quickly becoming more powerful due to conquest without the direct diplomatic repercussions.
Got to agree with the first game being a bit repetitive and that I'd love tons more technologies and options for research for more hulls, weapons, armours, shields, turrents/mounts though more importantly I feel more buildings and specialist systems are going to be pretty urgent long term. Targeting computers, alternative Stealth Techs, improved espionage/scouting systems, jamming devices, targeting/marking systems that can be linked to longer ranged guided weapons on other ships allowing you to strike from the other side of the combat map, Stealth Missiles/Torps, Bio weapons, slavery, marines and capturing of corvette and larger sized vessels, specialised assault light hull type/s for these actions along with Teleport assault strikes, comms systems for battle formations especially for medium and Large ships. I love all the additional depth. This and giving planetary invasions the same tactical depth and options as was placed in fleet combat currently because well it just plain needs doing.
Also is there anyway for increasing the number of planets in a solar system , system as my games seem to be fixed at 3 and its fair dull in the wider galaxy design. Other Techs/mechanics I'd like to see are orbital defence platfroms possibly another hull type, planetary based weapons, Captains, spy's, governors and commanders that gain experience but can be lost and tons more building types from different farm, orbital, mining options, systems for currency, galactic conferences, other ancient alien projects/unique techs that can be found in xeno ruins, minor races, tourism/media influencing cultures, the ability to play down mine fields and destructive/disruptive defences, also battle field nebula, asteroids, and radiation/gravity effects, and black holes that change the combat rules and allow for cool ambushing options and new variations upon the tactical combat mechanics overall providing another massive layer of depth especially if differing terrain provides difficulties with different types of weapon systems as you could really exploit some to balance a tech disadvantage or you could fight some great guerilla wars in the right environments and it obviously has options for using mines, bombs or missiles to blow up asteroids to cause more damage to enemies as well as the ability to have Wormhole Weapons and if you don't know why that's a cool option you need to watch farscape. lol
Thanks from reading sorry for rambling off topic.. crimsonsun
Actually I'd really like it if I could stack up demands especially when it comes to offering peace, I don't want a technology, a planet or 5/10% of there minerals I want multiple techs, planets and the tax along with some deactivating of military assets on there behalf. I may have missed it but can I offer to build some ships/stations for the other factions or do they have to ask, as I've not seen a way of proposing such a deal, which could be really useful if two AI factions are at war and one side is considerably stronger, as it would allow you to be rewards fiscally for production that will actively help prevent the strong AI from quickly becoming more powerful due to conquest without the direct diplomatic repercussions.
Got to agree with the first game being a bit repetitive and that I'd love tons more technologies and options for research for more hulls, weapons, armours, shields, turrents/mounts though more importantly I feel more buildings and specialist systems are going to be pretty urgent long term. Targeting computers, alternative Stealth Techs, improved espionage/scouting systems, jamming devices, targeting/marking systems that can be linked to longer ranged guided weapons on other ships allowing you to strike from the other side of the combat map, Stealth Missiles/Torps, Bio weapons, slavery, marines and capturing of corvette and larger sized vessels, specialised assault light hull type/s for these actions along with Teleport assault strikes, comms systems for battle formations especially for medium and Large ships. I love all the additional depth. This and giving planetary invasions the same tactical depth and options as was placed in fleet combat currently because well it just plain needs doing.
Also is there anyway for increasing the number of planets in a solar system , system as my games seem to be fixed at 3 and its fair dull in the wider galaxy design. Other Techs/mechanics I'd like to see are orbital defence platfroms possibly another hull type, planetary based weapons, Captains, spy's, governors and commanders that gain experience but can be lost and tons more building types from different farm, orbital, mining options, systems for currency, galactic conferences, other ancient alien projects/unique techs that can be found in xeno ruins, minor races, tourism/media influencing cultures, the ability to play down mine fields and destructive/disruptive defences, also battle field nebula, asteroids, and radiation/gravity effects, and black holes that change the combat rules and allow for cool ambushing options and new variations upon the tactical combat mechanics overall providing another massive layer of depth especially if differing terrain provides difficulties with different types of weapon systems as you could really exploit some to balance a tech disadvantage or you could fight some great guerilla wars in the right environments and it obviously has options for using mines, bombs or missiles to blow up asteroids to cause more damage to enemies as well as the ability to have Wormhole Weapons and if you don't know why that's a cool option you need to watch farscape. lol
Thanks from reading sorry for rambling off topic.. crimsonsun