General FeedBack-v1.6
Published on Tuesday, July 11, 2023 By
This post is just some random feedback on some general items I've noticed while playing the current version of 1.6.
I think the move to districts from the past system of individual buildings for everything in Gal 3 or older has been a massive improvement. It makes it seem like you are in control of an entire world instead of a city. Also, the way it has been set up makes it super easy to upgrade everything as time goes on in the game. The only districts I currently have a problem with are the agriculture and financial districts. I love the agricultural districts and their rate of output, the issue is that citizens do not require that much upkeep food-wise in the current version of the game. I often end up fairly early in a game with 300-500 points extra in food that just goes to waste especially since I can't seem to trade it away. This is with me only dedicating one or two of my core worlds early in the game to agriculture production. My suggestion to solve this would be to increase the rate of food needed per citizen per additional citizen added. So, for example, every additional citizen would increase by .1 or .2 food consumption for every other citizen on a world or something similar. So, a 10-citizen world would require food upkeep of 20 or more, depending on the rate increase decided, making the chance of starvation higher and requiring more thought into how to dedicate your worlds. Could at the same time have your entire civilization population also increasing the food requirement rate once a certain pop number/tier is reached. Maybe to offset the higher food cost, make every additional citizen on a planet also increase the growth rate as well on a world or some other benefit. I know that there is a faction that kind of does this already but it doesn't use up enough food and it costs you leaders to do so. I just know that something regarding agriculture/food consumption should change and I rather like the current agriculture districts. Making food a tradable resource would also help and add to gameplay. The problem with financial districts is that they are not able to be upgraded right now. Seems that the tech to upgrade them is missing from the tech tree.
I do not have a problem with research districts but I do have a problem with the rather poor research inputs of most available core worlds. With the current state of the game making research rather easy this is not a large problem but I would like to see more variety in inputs among high-quality planets. They shouldn't all have high wealth or agriculture inputs while being low in the research type input. The overall tiles should also match the inputs a little better, it's kind of a waste/discouraging to have lots of floodplains or other ag tiles on the few worlds with high research input or vice versa. I mean you can and probably will just ignore the benefits those tiles bring but that kind of wastes having the tiles bring extra benefits in the first place. On the discussion of more variety, I think there is more need for the variety of the quality of planets right now. At the current version, most planets are either high quality at 17+ or low quality at 1-3. I don't know what effect having more worlds between 3-17 quality would bring but this is the stage of development to answer such a question.
Tourism in the current version is a little broken. I don't remember what tech it was or maybe it was adding some citizens to a faction or maybe it was adding the one tourist building to my civilization but every world in my current game started to acquire high tourism. This isn't bad in of itself but the sheer amount of it kind of is. I think the game needs more tourist focus buildings or maybe create a new district type for it but at the same time make it much harder for worlds to otherwise start getting tourism. Right now I'm getting free money and not having had to do anything to get it.
The ideologies are cool but at the moment it's a little too hard to either gain points or branch into more ideology trees. By 2-300 turns in I should ideally be able to have fully acquired 2-3 ideology trees but instead, I'm lucky to have acquired just one fully and that might have been completed 100 to 200 turns back with no further acquiring of more ideologies. This is a complete 360 from the last version so it is a very clear decision on developers' part to do so but I feel that it's gone a little too far in making them more difficult to get.
My last suggestion is a QOL improvement for the custom civ builder. I love the alienGPT for its descriptions but the naming of worlds/civilizations/species kind of sucks, to be honest. I think having separate random name generators might be a better option. This is actually what I ended up doing for most of the custom civs I've done, using random name generators from the internet. The current version of alienGPT seems to refuse to include words like republic, empire, hegemony, kingdom, or federation in the creation of civ names. It also a lot of the time refuses to include proper names like France, just an example, Narnia or Rohan and instead, we get something like blood court or raptor pack. Those are not names of civilizations but just random descriptive terms so including random name generators would be helpful I feel. I've usually included a species name in my description of the race I want to create but having a species name generator as well would be good. If the alienGPT gets good enough to start doing this on its own, random name generators are not needed but at the moment it's not. Honestly, the only thing it seems good at is the civ and race descriptions which it does do a really good job at.