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TheFunMachine's generalist feedback 1.2.4. and Vaulters expac.

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7 years ago
Jan 30, 2018, 12:16:58 PM

I think if Federations get also a more systems before overcolonization from the techs and other things  that increase that nummer, and maybe Federations are better at assimilating minor faction systems like cheaper actions, more approvel, earlier to be able to assimilate them etc.
that might be already enough.

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7 years ago
Feb 1, 2018, 4:27:34 PM
IceGremlin wrote:
BarbeQ wrote:

...Maybe a scalable bonus, which takes the galaxy size into account would solve the issue? Or a base cap bonus plus a bonus which costs influence. So the more you go over your limits, the more influence you have to pay for it (instead of disapproval)?

Which sounds like what I suggested above, about tying additional colony cap increases to active laws, which is I think a bit more thematic.


And in regards to switching away from Federation when you get Autonomous Administration, I don't think an improved Federation providing a better Colony cap bonus (even a large one, like say +4 or +6) would be dropped late game, even with Autonomous Administration. You and your opponent may be increasing your caps every couple of turns with Autonomous Administration, but if Federation was giving you +4 to the cap, you'd still always be 4 systems ahead in the meantime.

In this case, see me as a supporter for your ideas :)


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7 years ago
Feb 1, 2018, 3:49:23 PM
BarbeQ wrote:

...Maybe a scalable bonus, which takes the galaxy size into account would solve the issue? Or a base cap bonus plus a bonus which costs influence. So the more you go over your limits, the more influence you have to pay for it (instead of disapproval)?

Which sounds like what I suggested above, about tying additional colony cap increases to active laws, which is I think a bit more thematic.


And in regards to switching away from Federation when you get Autonomous Administration, I don't think an improved Federation providing a better Colony cap bonus (even a large one, like say +4 or +6) would be dropped late game, even with Autonomous Administration. You and your opponent may be increasing your caps every couple of turns with Autonomous Administration, but if Federation was giving you +4 to the cap, you'd still always be 4 systems ahead in the meantime.

Updated 7 years ago.
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7 years ago
Feb 1, 2018, 2:54:26 PM

No argument from me about the measly Federation overcolonization bonus. ^^



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7 years ago
Feb 1, 2018, 2:49:57 PM

@ KnightOfPhoenix, @Kray and @WeLoveYou: I am too fully convinced that Federation is currently underpowered compared to other govs. Especially the measly +1 col. cap. I just wanted to point that IMHO late-game overcolonization can be compensated with other options the game already has.


Maybe a scalable bonus, which takes the galaxy size into account would solve the issue? Or a base cap bonus plus a bonus which costs influence. So the more you go over your limits, the more influence you have to pay for it (instead of disapproval)?

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7 years ago
Feb 1, 2018, 2:25:08 PM
BarbeQ wrote:

But overcolonization isn't such a big issue in the lategame anymore, since we have the auton. admin thingy. I see the federation here more potent in the earlier stage of the game, where a higher limit of colonies supports quicker expansation.

Oh, Overcolonization still is a massive point in lategame. I could elaborate that further  but this would distract from the actual discussion. 


The point is that it doesn't matter if early game or lategame: it would become an insta-pick with the bonus "WeLoveYou" suggested. 


Who would build that level 4 building anymore? It wouldn't be needed. Overcolonization is a restriction so a player can't swallow something entirely. The same way it prevents that players colonize 30 system in early game from nothing. 


Since EA, it became more manageable and that's a good thing. Anyway, it's there for several reasons and should be touched with caution. 


I liked "WeLoveYou"'s other suggestion. But the overcolonization threshold is problematic because of these balancing reasons. It expands a bit from the original bonus. I'd rather see something else entirely in its place, though.

Updated 7 years ago.
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7 years ago
Feb 1, 2018, 1:58:57 PM
BarbeQ wrote:

But overcolonization isn't such a big issue in the lategame anymore, since we have the auton. admin thingy. I see the federation here more potent in the earlier stage of the game, where a higher limit of colonies supports quicker expansation.

Depends on the situation. If you went hard on conquest, you might not have the tech and luxuries to get up auto admin by the time the approval sting starts to come in. You can also get spectacularly unlucky when it comes to luxuries. A federation government in the way I've suggested would be a means of staving off the approval malus until you can get up auto admin in a couple of systems. Then feel free to switch to something else. It's true that approval is not difficult to manage in the late game anymore, but the idea of the changes I've suggested is not necessarily that all governments should be equally viable at all points and all situations. Republic or democracy would still probably be better to run in the late game if you have a well developed empire.

The problem with Federation currently, is that effectively it's a single +10 happiness building that kicks in once you are over the normal system limit. That's it. It doesn't have any scaling benefits at all, unlike republic and democracy (let's just ignore the state of dictatorship right now), and you get that equivalent benefit (or better) from both of those other two. Just to really hammer it home - the benefit of federation compared to democracy runs out once you have 10 population on each of your systems. That's a tiny window of benefit, and barely exists when we add in how growth and colonisation happens over time. It's true that we could just add in more systems before approval malus is applied, and that would increase the window, but Fed still wouldn't scale, and wouldn't better after a relatively short amount of time. At least with a percentage, rather than static change, to overcolonisation approval, there is a good reason to keep it running for longer, even if eventually, when approval is no longer an issue, there is good reason to switch out.

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7 years ago
Feb 1, 2018, 1:06:54 PM
BarbeQ wrote:

But overcolonization isn't such a big issue in the lategame anymore, since we have the auton. admin thingy. I see the federation here more potent in the earlier stage of the game, where a higher limit of colonies supports quicker expansation.

Agreed.

Unless you messed up the luxury requirements for system level 4 and so can't get the auto-admin, over-expansion won't be much of a problem.  Doubly so if you have approval boosting laws.


Star Federation's overcolonization bonus should be an early game advantage (which is why I think only one extra system is too low; 2 would be a more potent early game boost), plus an additional bonus that stays viable until late game such as reduced influence upkeep for example. 

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7 years ago
Feb 1, 2018, 1:04:09 PM

But overcolonization isn't such a big issue in the lategame anymore, since we have the auton. admin thingy. I see the federation here more potent in the earlier stage of the game, where a higher limit of colonies supports quicker expansation.

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7 years ago
Feb 1, 2018, 10:14:18 AM
WeLoveYou wrote:

Just to chime in, I strongly agree with everything here.


Republic: Keep the buffs to laws, and the election action power, but increase the law upkeep by 1.5. That's not going to prevent anyone using republic, but it will require some extra influence investment.

Federation: Ditch the extra system before approval. Make it decrease the approval loss from overexpansion by 50%. That makes it a viable option for expansionist empires. The effect is the same once you go two systems over, and it's a pretty nice buff once you go over that. This will mean that UE get a 75% decrease in approval loss, but as they are supposed to be hardcore expansionists, I don't think this will be too much of an issue. It's not like UE are already super strong right now.

Dictatorship: Keep the single law slot, but open up all the laws for that political party. Remove the extra approval loss from no representatives in the senate, and keep the number of representatives per system at 4, ignoring system level. This makes dictatorships worth switching to later in the game when you'd like to run a law from a political party that has no senate power (I'm looking at you, Religious Laws), and it means it won't murder your approval when you do. This isn't a huge buff - the only starting dictatorship (Horatio) won't benefit too much from it in the early game, but I can see reasons why other factions might want to swing for some of those other late game laws from parties they don't easily have access too. I can imagine some pretty fun strategies with this - for example switching to dictatorship early as Unfallen or Lumeris, to access that amazing final pacifist law way before turn 100 (assuming you have the influence to run it). It would also let people roleplay a little more.

Great suggestions over all! This makes governments more situtational. I like that. Federation could be too strong now, though. Overcolonization got untightened quite a bit already. This bonus would make Federation an insta-pick for me in the late game. Perhaps I'd use Republic bonuses to get there and would change to something else later when I hit overcolonization thresholds and wouldn't want to deal with them. 


Difficult to say. What I like about your suggestions is that Governments could be used as stepping stones and could be viable in different phases of a game.

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7 years ago
Jan 31, 2018, 7:35:15 PM

In regards to Governments being poor, I think we need some more interesting effects to show exactly why you run these Governments, and in what way they are run. Lets take some themes and run with them:


Republics: Dust greases the wheels. In addition to Influence upkeep, each law demands equal Dust upkeep.


Federations: A sprawling empire runs on its bureaucracy. +1 Colonization per non-Independent law, in addition to the base increase. (Credit to CyRob I think?)


Dictatorships: Free cheating means low maintenance. -50% Dust Upkeep on Empire and you have an ideal government for neglecting your economy without giving a damn.


Democracy is in a good place, I think we all agree. As to my suggestions, the Dust upkeep for Republic and making the Federation bonus scale from laws is meant to weaken the one and strengthen the other in a way which makes cheating costs matter. Republic has to choose between laws and Dust for re-election; Federation has to choose between stable Approval and stocking Influence for re-election. Reduced maintenance for Dictatorship goes a long way to letting Dictatorships thrive by focusing on what they want instead of covering all their bases, and pretty much any empire will appreciate reduced upkeep costs, even Lumeris, especially to support a strong fleet with a weak economy when the chips are down.

Updated 7 years ago.
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7 years ago
Jan 30, 2018, 7:23:40 PM


I think the problem with this is that it can make progression linear, meaning you often have one and only one thing to aim towards (or two as we have now). It doesn't make for very interesting gameplay. 

It could be better. But plenty of things in the upgrade are linear progressions. That's okay. It's still an interesting choice as to how and when to approach that progression. And with less control on what parties are in power, Dictatorships and Federations might see more use for those reasons. 

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7 years ago
Jan 30, 2018, 1:38:28 PM
nuclearrussian74 wrote:
BarbeQ wrote:

That just brings up an idea and a question. Would it be interesting to be best buddy with a minor faction and thus receive the best support from them, but never have the intention to actually assimilate that faction? While at the same time make sure that no other empire snatches your best buddy by assimilation. Some form of alliance with the minor, that cannot be broken by others. And would this be an interesting thing for Federations? Ok, more than one question.

Minor faction vassal?

Mechanic-wise yes. But in a Federation the term vassal sounds a bit off, doesn't it?

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7 years ago
Jan 30, 2018, 1:15:18 PM
BarbeQ wrote:

That just brings up an idea and a question. Would it be interesting to be best buddy with a minor faction and thus receive the best support from them, but never have the intention to actually assimilate that faction? While at the same time make sure that no other empire snatches your best buddy by assimilation. Some form of alliance with the minor, that cannot be broken by others. And would this be an interesting thing for Federations? Ok, more than one question.

Minor faction vassal?

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7 years ago
Jan 30, 2018, 12:36:44 PM

That just brings up an idea and a question. Would it be interesting to be best buddy with a minor faction and thus receive the best support from them, but never have the intention to actually assimilate that faction? While at the same time make sure that no other empire snatches your best buddy by assimilation. Some form of alliance with the minor, that cannot be broken by others. And would this be an interesting thing for Federations? Ok, more than one question.

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7 years ago
Jan 29, 2018, 8:30:34 AM

Hi guys,


As an opening note, congratulations on both the expansion and the community dlc. Both updates have done a lot for the game and the community, and I have been having a total blast. Over the course of the preview community content and the Vaulters expansion I've played a couple of games and just wanted to drop a few bits of feedback regarding some of the overall direction that ES2 is moving in.


1. Politics and the military party:


Overall, I quite like the system where player inputs influence the political outcomes of their civilisation. As of this point however, I'm becoming more convinced that it is too easy for the militarist faction  to take power in the senate. I think a lot of this has to do with how easy it is, relative to other political parties, to affect the influence curve of the militarists with lots of small actions (such as building a defensive fleet) over time, creating a bit of snowball effect. In all my games so far, it seems once you hit a certain inflection point, the party explodes in power, and can throw off a carefully balanced industrial and pacifist mix, for example. 


I don't think an overhaul is necessary, but perhaps some balance tweaking. My view currently is militarists should grow in a way that is weighted towards acts of aggression (blockades, DoW, invasions, etc), and it's my understanding that this is the design intention. I think simply building a fleet has an outsized impact on militarist clout. I'm open to criticism here, as it may be that I don't understand how to cultivate other parties better, but in a game where war is a big theme, even with a more pacifist style, it seems too easy to get the militarists unintentionally in power.


2. Politics and systems of governments:


Right now, I think democracy or republic are clearly superior systems of government that offer some clear and distinct benefits for the most part. I would really like some compelling reasons to use the federation and dictatership systems, but they just seem inferior. Maybe federations could confer greater influence and diplo boni and Dictaterships granting production boni?


3. Pirates:


Overall, I love the new pirate system and I can see strategies being built around pirate diplomacy. A couple of flaws that I feel exist is how easy it is for AI civilisations to contantly maintain non-aggression pacts, completely nullifying any vulnerability to pirates. This ability appears to be accessible to all empires, which is fine, but I think there should be a period of cool down. I think there could be exceptions like in Sins of a Solar Empire, where one faction has a specialisation in dealing with pirates. I think the Vaulters could be exempt from a cool-down period, given that they are supposed to have a special relationship with pirates.


I think pirate marks could also be bidded 'up' by other players on the map when one is placed, putting more financial pressure on an empire from easily buying out all marks made on their holdings. I think this could enhance the forms of soft 'bullying' that were introduced with the statecraft update. More ways of executing soft/cold wars is a good thing for the purposes of gameplay, I think.


Vodyani AI really needs some love:


It really just cannot compete in any way, which is disapointing. I like playing them, and I like having them on the board. Like all the factions, they bring so much flavour to the game. I realise, given their unique mechanics, it's not a simple thing to program AI for them. My last game with the Vaulters, the Vodyani AI did better than it had at any time in the past with this game, but by late game they were still fielding only tier 1 fleets, and had limited real estate to their name. At this point, I wouldn't be adverse to just straight out handing boni to the AI in forms of economy and essence boosts, but they just plain cannot keep up when in the hands of a non-player entity. They really need some love.


Anyhow, I hope the folks at Amplitude are enjoying some well earned success, and I'm happy for any feedback on this thread.


Cheers!

Updated 7 years ago.
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7 years ago
Jan 30, 2018, 11:27:09 AM
KnightofPhoenix wrote:
WeLoveYou wrote:

2) Can we lower the time of the switch to encourage more political changes? 5 turns on normal is fine if you only want to switch once, but if you want to really mess around with the politics, then spending any more time than that in anarchy is a real hindrance. I think I've said this elsewhere, but if the game allows it, scaling the amount of time between switches depending on 'how far' the government change is would be just fine. For example, we could say (on normal) 7 turns between a dictatorship and democracy (the longest distance), 3 turns between the others.

I am not sure I agree with that point.  Switching governments should not be too driven by min-maxing, i.e. being allowed to siwtch back and forth to react to specific situations more optimally.


To borrow your expression, we precisely shouldn't be allowed to 'mess around' with politics without serious obstacles.  I think the 5 turn limit is a serious enough obstacle that it forces us to think about when to switch governments and if it's worth it or not at the very moment.  It also creates an interesting window of opportunity for aggressive neighbors to take advantage of.


Incidentally, does the AI ever change governments?  I haven't seen them do it yet.     

This is fair enough. I still think the influence cost to change should remain the same for all government types (or change depending on 'distance' as BarbeQ suggests), but you're right that perhaps lots of government switching is something to be discouraged.

I'll just quickly add that the static cost should still vary according to number of systems i.e. higher cost for more systems. I just mean that the influence cost shouldn't vary from types of government given that the ideal is that all types of government should be equally viable depending on the situation. I only mention this because it wasn't very clear my first post.

I have no idea if the AI intentionally changes government. As fair as I know, there isn't any way to tell from any of the screens, but I'm happy to be corrected. The AI used to be forced to change governments because it occasionally had rebellion problems (back in the beta mind), but at Endless difficulty at least, this never seems to happen anymore, which is a good thing.

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7 years ago
Jan 30, 2018, 9:12:33 AM

I like WeLoveYous ideas about the different gov types. Especially the one for Federations.


Not a fan of a nearly cost free gov change just for min-maxing reasons though. But I like the idea of a static value for changing the government, including the idea of a different period length of anarchy depending on 'how far' the gov types are away from each other. Suggestion: keep the current 5 turns as a minimum and make a change from one extreme to the other (i.e. dictatorship to democracy) take longer. In addition, one could spent influence to reduce this time of anarchy - something around 300 per -1 turn (or any value that fits the balance).

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7 years ago
Jan 30, 2018, 8:18:30 AM
WeLoveYou wrote:

2) Can we lower the time of the switch to encourage more political changes? 5 turns on normal is fine if you only want to switch once, but if you want to really mess around with the politics, then spending any more time than that in anarchy is a real hindrance. I think I've said this elsewhere, but if the game allows it, scaling the amount of time between switches depending on 'how far' the government change is would be just fine. For example, we could say (on normal) 7 turns between a dictatorship and democracy (the longest distance), 3 turns between the others.

I am not sure I agree with that point.  Switching governments should not be too driven by min-maxing, i.e. being allowed to siwtch back and forth to react to specific situations more optimally.


To borrow your expression, we precisely shouldn't be allowed to 'mess around' with politics without serious obstacles.  I think the 5 turn limit is a serious enough obstacle that it forces us to think about when to switch governments and if it's worth it or not at the very moment.  It also creates an interesting window of opportunity for aggressive neighbors to take advantage of.


Incidentally, does the AI ever change governments?  I haven't seen them do it yet.     

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7 years ago
Jan 29, 2018, 11:04:01 PM

Just to chime in, I strongly agree with everything here.


Just on the politics - I think democracy is in a good place, but republics are too good, federations are not good, but tolerable, and finally there is no reason to ever remain or be a dictatorship which is easily the worst of the lot. The idea that you can pick your political party is completely nullified by the election actions being so strong under republic (with HyperPACs), that you can essentially pick at least one leading party just by running it. As an example, I happily, and invariably, switch from dictatorship to republic as Horatio, and there has never been a case when I couldn't get the ecologists in the senate. 


Suggestions for nerfs and buffs:

Democracy: Keep it the same, it's fine as it is.

Republic: Keep the buffs to laws, and the election action power, but increase the law upkeep by 1.5. That's not going to prevent anyone using republic, but it will require some extra influence investment.

Federation: Ditch the extra system before approval. Make it decrease the approval loss from overexpansion by 50%. That makes it a viable option for expansionist empires. The effect is the same once you go two systems over, and it's a pretty nice buff once you go over that. This will mean that UE get a 75% decrease in approval loss, but as they are supposed to be hardcore expansionists, I don't think this will be too much of an issue. It's not like UE are already super strong right now.

Dictatorship: Keep the single law slot, but open up all the laws for that political party. Remove the extra approval loss from no representatives in the senate, and keep the number of representatives per system at 4, ignoring system level. This makes dictatorships worth switching to later in the game when you'd like to run a law from a political party that has no senate power (I'm looking at you, Religious Laws), and it means it won't murder your approval when you do. This isn't a huge buff - the only starting dictatorship (Horatio) won't benefit too much from it in the early game, but I can see reasons why other factions might want to swing for some of those other late game laws from parties they don't easily have access too. I can imagine some pretty fun strategies with this - for example switching to dictatorship early as Unfallen or Lumeris, to access that amazing final pacifist law way before turn 100 (assuming you have the influence to run it). It would also let people roleplay a little more.

Two other things: 1) Can we switch the amount of influence required to switch to a government a static 1000. Maybe the current state makes sense in some 'real life' sense (although not really), but as a gameplay mechanic, it only really makes sense if some of the political systems are objectively better or worse than others. As I take it the idea is that they are all supposed to be situationally good, why make it cost more to switch to a dictatorship than a democracy? 2) Can we lower the time of the switch to encourage more political changes? 5 turns on normal is fine if you only want to switch once, but if you want to really mess around with the politics, then spending any more time than that in anarchy is a real hindrance. I think I've said this elsewhere, but if the game allows it, scaling the amount of time between switches depending on 'how far' the government change is would be just fine. For example, we could say (on normal) 7 turns between a dictatorship and democracy (the longest distance), 3 turns between the others.

Updated 7 years ago.
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