Idelogy review currently. The Idelogy trees standing is currently unbalanced and to op (at the moment)

Idelogy review currently

The reason why i post this, is because some traits gives so much of the good stuff while some are barren choices is this fair ?.

I feel a great need to change the power value of these ideological choices and how they benefit a specific role in the game.

(to give an exsample lets say Pragmatic Negotiator vs prominence benevolent) 

There are two differences here between these two idelogical choices. both focuses on a (specific strategy) while the other one (benevolent) gives to much power for its strategy goal, the other gives a small boost (the pragmatic one) but dosent really help the role to be fulfilled.

Current Conclusion for now:

The power for each passive ability is vastly huge, and are to powerfull in the game some even gamebreaking, therefore i suggest to remove them and remake them then value them in a  proper balanced manner, including the way the tree itself works.(what i am refering to is how you gain points by building buildings since the only way is to pick a line get the building and then build it.

The problem with this is the amount of planets one have, 1 point per tenth turn X amount of planets the building was built on.

if you think this way, woulde not the guy with most planets just become stronger than the rest of them ? (is this the balance game stardock is looking for, if so the other players cant compete or gain their chance to compete with them anymore in terms of points. 

Also the way points should work (if to be balanced in cases of muliplayer and the al. ) is by first pick ideological path you want, then get the building that gives points or a passive that gives points for that path after a conditon has been met( so the point picking is not spread out (just because the building that gives points was on an another role line)and just makes it harder to get what you want of the roles.

to change this, i recommend that the roles gives unique texts and abilitys to be as close to the intention of that role (exsample as an negotiator), so that empire passives such as direct influnce boost or production along with the other passivs traits that are common including likeable, are put out of order since they are common and can be either to weak or to strong in certain scenarios where you know the ending.

(in other words make the idelogy tree somthing special that stands out (yet balanced and worthwhile for the role we desire to play while in the game) and cannot be found or gained elsewhere in a galciv3 game :)

I also humbly, ask/wish for the support of this post, and open for discussion between stardock and the community, since we are all a bit in the dark, of what direction stardock is putting galciv3 into. 

i hope many feels the same ways as i do and wish to support stardock with their crazy ideas and reviews :) (ps dont lead stardock into a jungle be reasonable, comment of today)

 

18,134 views 5 replies
Reply #1 Top

I'm sure you have great ideas, but if you can't convey them in an organized and succinct manner, it will be difficult for anyone to understand them.

Maybe try one post per idea: a one sentence summary, then 1-2 paragraphs of explanation and/or examples.

Also, before you hit the "Post" button, read what you just wrote and fix up any errors or awkward sentences.

Reply #2 Top

May not be a native English speaker so well done you! 

 

Personally I think that the super powerful ideaology choices aren't a bad thing, but perhaps they are placed in the wrong part of the tree. Also in regards to your theory of spamming ideology generators is that it leaves people vulnerable as they have limited production,  economy and research. 

Reply #3 Top

Eh. I think the Ideology trees are fine, but that may just be me. There are obviously some parts of the ideology trees where I'd value over others, but that may be more due to playstyle. After all, why do I care about diplomacy if I just wanna warmonger? 

Reply #4 Top

Quoting Cat_Fuzz, reply 2

May not be a native English speaker so well done you! 

 

Personally I think that the super powerful ideaology choices aren't a bad thing, but perhaps they are placed in the wrong part of the tree. Also in regards to your theory of spamming ideology generators is that it leaves people vulnerable as they have limited production,  economy and research. 
End of Cat_Fuzz's quote

 

Except that getting enough production to build anything in one turn is trivially easy, and economy is largely meaningless. Meanwhile, since you're only building 1 improvement per planet (with maybe extra ones), you're hardly causing a big dent in your output.

 

A big part of the problem is that you get too many points just from colonizing planets, and too little from actual ideology buildings. It's not really difficult to complete a whole tree without building a single improvement on a very large map (in fact, on my second or third play-through on an insane map I had 75% of the evil tree by the time I met my nearest neighbour - there were only 8 players, but that really shouldn't matter).

Meanwhile, the penalties from cross-tree selection are trivial, and the trees themselves often contain little real choice; several lines on each are rather poor. This leads to a heavily front-loaded system handing out high-level ideology traits very early in the game, since the upper-tier traits are the same price as the low-level ones at the time you come to buy them. The whole system, much like the rest of the game, seems to have been balanced around empires of 10 or less planets being the norm.

 

I'd really rather see ideology taking on a form whereby the higher-level traits are intrinsically more expensive, colonization gives a minority of your points rather than the majority, and achieving a full tree is unusual and takes hundreds of turns. This is largely how the system works on small maps; you only get 100 or so points from colonizing, and then have to make the rest up very slowly from ideology buildings. Once you get to huge and above, however, it simply breaks down.

Reply #5 Top

indeed i am not a native english speaker/writer so this is currently what i can do to the best of my ability. also i was influence to make this post thinking about age of wonders 3 systems where classes/roles played a vital importance in the game. since currently i think the tree shoulde change, since it has that potential and shoulde not be overlooked and left as it is.

Also i feel that passives that are common to get from buildings (like the factory and that stuff) shoulde be out of the picture. and rather focus on things like

(1 overlord class ship spawns at every planet you own (if you want to be a warmonger and give your self an advantage close to, well WAR!!.

While i myself prefer to use diplomacy and just bribe everyone around me to kill you XD and move in for the clean kill after the mess has been dealt with

(if what i had picked in my ideology tree was somthing like, you use 25% less money to bribe people to declare war for you. XD