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I will need to take some time to digest and test to see what we can and will do regarding your feedback.
But I've been thinking about making exterminating the planets little bit harder by requiring full action points as you suggested also. I will try that out soon to see how that feels.
I will also try making inactive stations not count on the station victory condition.
And as said I'll investigate how to give players more game settings to affect the pacing of the game.
First of all: This game is designed very differently from Civ so that finishing games within 1-2 hours is a realistic goal.
And the main way to achieve this are several of the things you heavily critique here:
The game is very snowabally.
The game has no artifical mechanisms to punish being ahead.
Each unit has the potential to be extremely valuable when it finds undefended stuff.
Now the point, that I'm responsible for, the AI:
I'm an AI-enthusiast who asked the devs if I can give it a shot to improve their AI, which already had a solid basis when I started. I convinced them by referring to my other works and flooding them with feedback about what the AI could do better.
I myself have about 200 hours in this game and since my own skill at the game grew alongside that of the AI, I kinda lost touch to what the experience for new players would be like. Players who don't know the in and outs of the game or the meta-strategies and who don't min-max of every single move.
The result is an AI, that beats inexperienced players to a pulp because it kinda plays like I would in a multiplayer game. There's still room for further improvement in areas like determining whether or not it's worth going for minors, focussing their attacks on ships or object permanence for enemy ships that leave their vision.
With many things of how they play I'm already quite satisfied: Their economical buildup is very solid, their resource-management is very solid, their movement-point-management of individual ships is also quite solid.
In order to keep up with them on normal difficulty, you kinda must do all of these things too. And in order to win, you must pair that with long-term-planning and strategical-decision-making which the AI is (still) kinda lacking in.
I know that many players are not used to an actually competent AI. So I guess the main-takeway here could be that the difficulty that is called "normal" might be relatively overtuned despite it being the one where the AI neither has an advantage nor disadvantage resource-wise. They also have no knowledge cheats or "beeline" for the palyer. They go for whatever territory is a different color than theirs and if they don't see anything like that, they aggressively scout for it by maximizing the amount of tiles they can uncover with the least amount of movement-points.
So using a lower difficulty-level as the default and maybe renaming them in ways that are not seeming like mocking the player when they lose on the lower ones, could be a way to go in that regard.
If I want to fight against something with that level of intelligence, I will choose a multiplayer title instead. I, and many other people, don't want to waste our time getting our asses wrecked by overpowered AI. I've played thousands and thousands of hours of Civilization, I can't even beat the game when the AI has an income disadvantage, for God's sake.
On anything higher than the absolute lowest difficulty, I don't even have enough time to explore the map around me to decide which resources to exploit or get new technologies because they're just that aggressive. The game is over before it can even really get started and that is not a fun experience. It isn't a 1-2 hour experience, I'm lucky if I can even last 20 minutes.
I wasn't claiming the AI is beelining the player out of nowhere. I'm saying that once they do know where you are, exterminating you becomes their only goal and that's ridiculous when that isn't the only victory condition available to them. It's like they turn into Mr. Meseeks and try to destroy the human player as quickly as possible so they can stop existing because it's painful for them or something.
I'm not saying the AI needs to be braindead stupid. But it shouldn't be so damn smart and aggressive that someone who hasn't been playing this game specifically so religiously can't even do a damn thing in their first matches on even low difficulty levels. That isn't going to win fans or sell copies.
Honestly, purple feels a little too strong; colonizing any planet without terraforming is wild.
I've gotten some more time with the game and thought about this point again. I realize now that would give an unfair advantage to the United Tellus, which is probably why you have it the way it is. Perhaps the required number of stations could just be higher.
- Exterminating colonies on planets now takes 1 turn and the exterminator can not counter-attack while they are bombing the planet
- Inactive stations are not counted for the station victory condition
- Minor factions play more defensively so you will not be seeing their ships so early
- We have also renamed the AI difficulty levels and decreased the default difficulty by couple of levels
There are also bunch of other changes you can read more about them here: https://nullvectorstudios.com/blog/improved-extermination-new-game-settings-and-better-map-generation
A terrain feature like this would help add strategic depth to the game regarding where you build up your empire as you could use it to slow down the advance of enemy ships or have to plan your invasion of an enemy empire around any nebulae that may exist within or near their borders. Perhaps ships could also be more difficult to sense somehow (not sure how that would work/be possible) within a nebula as a way to hide an incoming invasion force?
Thanks! I like the idea and we actually have Nebulas already in our backlog. I made a proof of concept earlier about tiles that take 2 movement to move into and I liked it but it has some technical issues which prevents us from implementing them for the release. So we will not add them yet but hopefully in the future.