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12 years ago
Dec 15, 2012, 6:03:28 PM
Medium, tight clusters.
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12 years ago
Dec 15, 2012, 6:36:53 PM
Large, mainly because it is big... but not too big to find other races to begin with to make it interesting, i like to have interaction off the mark.
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12 years ago
Dec 15, 2012, 6:50:22 PM
Waylander1982 wrote:
Tiny, Old, Low Density.



Because there is no war like total war.




I see where you are going there; little resources and a fight to gain any sort of power or monopolies, even class 1 planets. Not a bad choice, not a bad choice at all.
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12 years ago
Dec 15, 2012, 7:13:49 PM
Don't get me wrong, I indulge in making it high density from time to time. But I find that the game ultimately becomes repetitious if the galaxy is too large. In most cases you know whether or not you've won by around turn 50.



And yes, monopolies just aren't a thing, the one or two wonders that do show up are viciously fought over, pirates are a constant threat, you're rarely not engaged in a border dispute with another player. Its more fun.
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12 years ago
Dec 16, 2012, 2:28:34 AM
Large, sometimes huge, with 8 factions just because once everyone is expanded it becomes a galaxy wide war between alliances, and it is epic.
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12 years ago
Dec 16, 2012, 10:31:38 PM
Waylander1982 wrote:
Which do you prefer to play? Why?



Bound to be a topic of interest!




I've chosen 'Huge' but to be honest, that's a lie - I modded my ES's XML to add 5 new levels of galaxy size (from 'Huger' to 'Over 9,000') and play with galaxies twice the size of the vanilla 'huge'.



Got to be honest, I find the games in-built 'huge' to be pretty small. I'd rate it 'medium'; the galaxy still feels small and pretty clustered up, and it doesn't seem to lend to a long-term, large-empire, high-technology, large-fleet style warfare galaxy, but to quicker, decisive games. The space on 'Huge' doesn't really feel very 'Endless' - not too much of a complaint since we can easily add much larger galaxies with a single line of XML, but not every casual player who picks up ES will know that this is possible and then how to do it.





Tldr: Voted 'huge' but I tend to use modded XML to play galaxies twice the size. 'Huge' feels rather small, games are short and decisive and waste the tech trees and scope and aren't very 'Endless'; ES could very much use some (much bigger) default size settings for players who don't/won't/can't edit the XML.
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12 years ago
Dec 16, 2012, 10:44:24 PM
The_Doctor wrote:


Tldr: Voted 'huge' but I tend to use modded XML to play galaxies twice the size. 'Huge' feels rather small, games are short and decisive and waste the tech trees and scope and aren't very 'Endless'; ES could very much use some (much bigger) default size settings for players who don't/won't/can't edit the XML.




I agree, wondering, what would be the files needing edited for such a change ?
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12 years ago
Dec 16, 2012, 11:26:54 PM
LocoMike wrote:
I agree, wondering, what would be the files needing edited for such a change ?




Plugins\Galaxy Generator\GalaxySettings.xml



In there, you'll want to navigate down to (having Notepad++ and collapsing helps, but what you're looking for is quite near the top at least):



[CODE]









...

















[/CODE]



As you can see, you can define the generation statistics simply by setting the galaxy diameter, number of stars and default resource amounts. So, you can just add new entries. I've added some rather sloppily added ones with entirely arbitrary numbers just to give me bigger galaxies:



[CODE]





[/CODE]





And the only other thing you need to do is to add localisation texts for the new entry (so the game knows what text to display for the new options in the GUI on the New Game screen) into Localization_Locales.xml, which for my example was the simple matter of adding:



[CODE]

Huger

Massive

Over 9,000

[/CODE]
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12 years ago
Dec 16, 2012, 11:43:57 PM
The_Doctor wrote:
Plugins\Galaxy Generator\GalaxySettings.xml



In there, you'll want to navigate down to (having Notepad++ and collapsing helps, but what you're looking for is quite near the top at least):



[CODE]









...

















[/CODE]



As you can see, you can define the generation statistics simply by setting the galaxy diameter, number of stars and default resource amounts. So, you can just add new entries. I've added some rather sloppily added ones with entirely arbitrary numbers just to give me bigger galaxies:



[CODE]





[/CODE]





And the only other thing you need to do is to add localisation texts for the new entry (so the game knows what text to display for the new options in the GUI on the New Game screen) into Localization_Locales.xml, which for my example was the simple matter of adding:



[CODE]

Huger

Massive

Over 9,000

[/CODE]






smiley: approval



good job - thank you smiley: smile. nice to see that you share with us.

Unfortunately I can't test until tomorrow smiley: frown.
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12 years ago
Dec 17, 2012, 12:01:43 AM
Medium is optimal with one change.



in GalaxySettings.xml







45" Width="86" NominalPlayers="6" StrategicResourceNumberPerType="18" LuxuryResourceTypes="12"/>









I change this param from 48 on 45, and in galaxy like disc4 have 5 systems. 5*8 players + 5 netral = 45
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12 years ago
Dec 17, 2012, 12:04:16 AM
LocoMike wrote:
You sir, have made a friend this day smiley: wink




+1 smiley: stickouttongueopulation: smiley: sarcastic



If only my planet wasn't barren...
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12 years ago
Dec 17, 2012, 7:55:29 AM
The_Doctor wrote:
ES could very much use some (much bigger) default size settings for players who don't/won't/can't edit the XML.




I'd be of the opposite opinion, a smaller game (whereby every faction has maybe 2-3 systems, that maintains some amount of balance well into the end game would be better than just throwing more systems into the mix to try and pump play-times up. Furthermore playing a smaller map means that, on average, there is less overall production which still means that most (if not all) of the tech tree is utilised but it doesn't come fully into its own right until the actual end game encounter between 2-3 large powers.



To each their own I guess.



EDIT: Something for you all to address in the XML that might make things more interesting is changing the minimum stars per constellation.
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