|
Post by exxodus on Jan 14, 2016 7:08:43 GMT -5
Within each different star type, each system has identical ranges on quality and mineral, no variation. For example every yellow star system will have quality 10-32 mineral 10-26 no variation on these figures.
|
|
|
Post by Cory Trese on Jan 14, 2016 9:25:06 GMT -5
that's intentional on the tournament maps. i can remove if that is what people really want.
lots of feedback on the early maps that people liked the ranges, but also appreciated having tournament maps.
There are lots of normal ones if you don't like the tournament setup.
|
|
|
Post by exxodus on Jan 14, 2016 9:29:20 GMT -5
that's intentional on the tournament maps. i can remove if that is what people really want. lots of feedback on the early maps that people liked the ranges, but also appreciated having tournament maps. There are lots of normal ones if you don't like the tournament setup. Sorry, Sounds like that was my fault, not reading the forums enough! Thanks for the reply.
|
|
|
Post by Cory Trese on Jan 14, 2016 10:48:03 GMT -5
I can make some bigger maps like that with the normal Quality and Mineral distributions if you'd prefer that?
|
|
|
Post by exxodus on Jan 14, 2016 16:27:48 GMT -5
I love the bigger maps with large number of planets!
|
|
|
Post by En1gma on Jan 15, 2016 11:32:34 GMT -5
Personally my favorite maps are the ones with the highest roll possibilities. I wish every system in every map was set up like the tournament maps, so I didn't have to worry about poor rolls ruining a perfectly good Empire
|
|
|
Post by Brutus Aurelius on Jan 17, 2016 10:25:51 GMT -5
Personally my favorite maps are the ones with the highest roll possibilities. I wish every system in every map was set up like the tournament maps, so I didn't have to worry about poor rolls ruining a perfectly good Empire Working around bad rolls is half the fun!
|
|
|
Post by En1gma on Jan 17, 2016 10:38:22 GMT -5
Nah. For me, I'll just quit a game if I roll under a 10/11 on my first colonization effort. I have no time to babysit such a poor quality system, as I can't make them viable until after year 4-5 depending on my research. Too much population, not enough room for habs and mines makes for a major drain on the economy.
I understand I'm not the only one playing, this is just how I see things.
|
|
|
Post by Cory Trese on Jan 17, 2016 13:17:49 GMT -5
From talking to players, the majority seem to like low Quality systems as part of the challenge of the game.
This isn't a big surprise to me at all, quality randomization is a tried and true component of most 4X games.
|
|
|
Post by Brutus Aurelius on Jan 17, 2016 14:22:25 GMT -5
Nah. For me, I'll just quit a game if I roll under a 10/11 on my first colonization effort. I have no time to babysit such a poor quality system, as I can't make them viable until after year 4-5 depending on my research. Too much population, not enough room for habs and mines makes for a major drain on the economy. I understand I'm not the only one playing, this is just how I see things. But if you power through it, they become very valuable mining worlds later on. In the Alpha, I had one world on my longest running game that for 12 years had morale issues. When the tech allowed, it became an economic powerhouse in the Quadrant.
|
|
|
Post by Cory Trese on Jan 17, 2016 14:30:21 GMT -5
Nah. For me, I'll just quit a game if I roll under a 10/11 on my first colonization effort. I have no time to babysit such a poor quality system, as I can't make them viable until after year 4-5 depending on my research. Too much population, not enough room for habs and mines makes for a major drain on the economy. I understand I'm not the only one playing, this is just how I see things. But if you power through it, they become very valuable mining worlds later on. In the Alpha, I had one world on my longest running game that for 12 years had morale issues. When the tech allowed, it became an economic powerhouse in the Quadrant. Absolutely. It took a lot of effort in the design to make sure that Independent and medium Quality planets can become highly profitable. Key to this being Mineral and TP which don't require population (or the maint. rate for Habs.) Anyway ...
|
|