Turn 99,
I will take the galaxy offline for a few minutes to lower the Colony multiplier from 5000 to 10. This change will take effect on turn 100..So you may want to start building Colony ships on turn 99.
Turn 104,
I will again take the game offline for a few minutes and return the Colony multiplier to 5000. This will stop or greatly reduce the ability of everyone to build more Colony ships.
If I queue a colony ship when the cost is high, will the cost go down once the settings are changed? Or will I be stuck with a colony ship that costs 150k?
Also, we have turns 100, 101, 102, 103 and 104 with the reduced colony ship costs, right?
Like, the cost will go up AFTER the 104 tick, but before the 105 tick?
If I queue a colony ship when the cost is high, will the cost go down once the settings are changed? Or will I be stuck with a colony ship that costs 150k?
The cost will go down...Well, I'm 99% certain the cost will go down. You won't be stuck with a 150K colony ship.
quote:
Also, we have turns 100, 101, 102, 103 and 104 with the reduced colony ship costs, right?
Like, the cost will go up AFTER the 104 tick, but before the 105 tick?
Yep, at least I think so. I've never done this before.
Originally posted by xXxSPARTACUSxXx
Fun galaxy, great setup/idea Sygor!
I hope so...The Colony Multiplier has been changed. Should see the change on the next tick.
Bob is happy!
I like trying different things with the game. I thought "Galaxy of the Ancients" was a cool concept. Just didn't seem to draw to many players. Maybe next time.
This post has been edited 1 time(s), it was last edited by Sygor: 24.05.2021 00:35.
Registration Date: 21.06.2009
Posts: 1,466
Location: SEMO USA
Planet Rush
I feel that it was a good idea and everything went well. This galaxy was to small for it. All the planets had mostly been taken by the time it happened.
Yes, war started by turn 33 for me, and I was deep in the research mode at that time.
This was one action packed galaxy. Hope the people stay around and join new galaxies.
I am setting out the next galaxy, because I have a very busy work load this month. I do plan to join the next round, last of June or the first of July.
I really enjoyed the last couple games.
Nick
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Originally posted by NickVanran
I feel that it was a good idea and everything went well. This galaxy was to small for it. All the planets had mostly been taken by the time it happened.Nick
It's a little hard to balance something like that without knowing how many players are going to join. The galaxy had 576 planet. With 13 players, so at the start there was 390 colony ships. If all the colony ships managed to colonize a planet we would have 173 plants left over for the planet rush.
I think it was close to what I envisioned would happen. That is early War.
If we try this again, I think I'll lower the number of Colony Ships to 25.
I found it to be interesting and face-paced. A little downside was, that is highly rng dependent. I.e. if you start neigboring multiple players really close-by you will not be able to use most of your colony ships while other players will have no issue doing so if all the closest proximity systems are empty and they have high-speed light ships. I don't think it's possbile by design, but I would arrange at least one empty system on a straight line between each two players.
This post has been edited 1 time(s), it was last edited by Liberator: 05.06.2021 11:00.
I posted on the original thread, but since you asked for it in this one, here's some my feedback:
1. Early leavers are always a problem. They give an edge to the surrounding players.
2. I felt like spawns were wierd. Altough technically there was way enough space for everyone, a couple of players spawned in the same spot. There's still skill involved, though, and as we've seen Combie managed to do very well despite that.
3. A bit of salt here on my part. I'm eager to watch the replay, I know my strategy isn't optimal, but I felt like my spawn was horrendous. My home system was on the bottom layer and offset towards the bottom, making every system around me very, very far. It almost took me 100 turns to get my 30 colonies, because everywhere I went, people got there first.
4. Other than that, I think it was fun. The initial bonus colony ships give the game a quicker start, with options for early war.
5. The planet rush could probably be pushed back a bit? I feel like this would make the planet rush more dangerous by giving more time to prepare warships.
6. Despite the spawns thing, I think the galaxy size was good. The planet rush pretty much filled all planets and you had to compete for the good ones.
The main thing I don't like is PD it too strong IMO. Once a single light turret is up, which is fast to research and build, it then takes a long time to research and build bombers that can take the turret on. I suppose that may be by design as you don't want to easily lose a planet early in the game.
But it's a big risk trying to bomb a planet early as you need to commit all your resources to building the force, and if you fail, you are then quite far behind. Again perhaps that is by design as it's a high risk/reward strategy. But I think the PD is just a bit too tough making early attacking not worth it/discouraging early fighting.
Then later in the game, it's hard to build both a fleet capable of fighting other ships *and* enough bombers to deal with tough planets. But I may be entirely wrong about this and any significant reduction in PD strength will make is really easy to just wipe a player out.
Other than that I'm not sure. Evened out starting places would be nice. Perhaps a very uniform galaxy/planet distribution would be less RNGesus. Conversely, perhaps making exotics more rare would make for some interesting decisions/conflict.
The amount of starting colony ships was ok i guess. The 100 turn delay was *just* enough time for me to get ready, but I imagine if you were set back at the start it would of been a problem.
IDK, i'd be happy to play the same settings again, with fairer starting spots if possible.
*Starting positions: Sygor would have to know how many players are joining a gal to prevent that/delay creating them; not gonna happen or not a good idea/trend. He already spends far too much time keeping these gals going. Yes, Erwin could fix placements, but doesn't have time to be doing that obviously. Thankfully he created the game and still keeps it online/still free.
My take is to be happy that such fun new gals exist. Luck of the draw or twist of fate has always been an important part of this game. It was hard early for several of us yes; that all spawning on top of each other. But as a rising star mentioned, Liberator did quite well - hats off.
The galaxy was very fun; not just a bunch of people waiting for later tech and sinking into PD. It was a great idea/success. It should be built on.
*I would create more galaxies like this. I would name them "The Early Wars" 1,2,3,4,5 etc as long as the series held interest.
*The only thing I would change is:
1. Trying out this style of play with slower science
2. When the colony mod is put down at turn 100 just leave it so the galaxy always gets filled and no players who are inactive on those turns miss out.
3. Same size map but max out the planets for each system/with it still random so some systems have less than others but having some super systems with several people possibly getting one in each may be fun.
3. Maybe a few less exotics and see how it plays out. maybe make resources more scarce on all planets so fewer ships can be built. Players may think less of fast light ships verse having more resources in trait choices.
4. Planet size and production randomness was good. Small planets were still useful and there were some rare super giants. Maybe a few more of those I got to fight over.
Thank you for what you do Sygor! And thank all of you for being such kind people; and for displaying such sportsmanship to each other. Remember, we are a community after all of like minded humans, no matter our differences in real life. And that we all have an influence and affect on one another. I am thankful for those of you I shared my time with here, whether in laughs or in sorrow.
*My apologies for my metal health mistakes everyone. Sorry means change as I once told myself.
PS: I'll be back
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From my understanding of it, the best way to decrease the chance of spawning next to someone is by decreasing the Player/System Density. In Bob's Revenge II the density was 1:2.2 for a max of 43 players.
Changing this to 1:5 would give a max of 19 players. It would also force the program to spread the players out more. At least I think it would.
My suggestion is not to penalize additional colony ships too much or at all. Having anything between 20-30 at the beginning, one's interest in building additional ones isn't too high anyways, as the surplus of just another colony simply isn't much more or even worth less than focusing on tech, industry or military. However it would be nice to fill settle some more planets within partially colonized planets.
Also I have so say I entirely missed the period when it was possible to build more colony ships. I don't think I found this whole mechanic very appealing and would just leave the colony ship cost at standard levels (as again, most planets will be taken anyways and it may be worth then to protect empty planets or to attack incoming colony ships).
And of course it's correct that the dense spacing lead to early war. Another idea would be, instead of trying to get an equal amount of more space between each and any player - why not decrease it so that everyone is close to several players at any given starting position? Of course, this would be easier if the galaxy was a sphere instead of a cube.
This post has been edited 1 time(s), it was last edited by Liberator: 17.06.2021 21:15.