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Topics - Sliderpro

#1
Ideas / Bunch of suggestions. Era stuff
December 20, 2017, 05:13:42 AM
First, easy stuff.
1) To change era from neolithic upwards I suggest costly research. Era changing research should be unlocked after completing ALL current era research. Base value (suggested) is 50000 and each era should 5x previous value. So player would be forced to stay in current era really longer. Currently, most of needed science can be easily rushed even by first-time players.
2) Game already has mod tabs in research, make tabs for each era without complete mess as it is now. Plus there is mod "organized research tab" - it should be part of the original game.
3) There is basically no medieval era. It is in research, it is not in the game. Gold and steel working, art - it started in medival age. Plasteel in industrial only.
4) Metals should be unlockable. You cant be a tribe that has goldworking and can use plasteel freely.
5) There should be an era before spacer and after industrial. Post-industrial? lol
My vision is that it has computers, robots (yes, robots should be real before you travel to stars), lasers, automation, better storage, oil and oil processing, nuclear power, drilling. Space trade console should be unlocked there.


My comment is that game is great but without mods - its like minecraft. Its hard to play for more than one-two-three runs. I believe capital-size mods, like Tiberium rim, Medieval rim, Rim Arsenal - should be accessible via game itself. Developers should integrate interface and tiny mods more aggressively in the game. Like "mass cooking", "refugee stats", "organized research tab", "stack merger", "map reroll", "doormats" and like that.
Unless game developers start to make game together with modders, game won't develop. It was downfall of many indie games