Issue when creating game world...

The Galaxy Lives On! Distant Worlds, the critically acclaimed 4X space strategy game is back with a brand new 64-bit engine, 3D graphics and a polished interface to begin an epic new Distant Worlds series with Distant Worlds 2. Distant Worlds 2 is a vast, pausable real-time 4X space strategy game. Experience the full depth and detail of turn-based strategy, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game.

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Jorgen_CAB
Posts: 903
Joined: Wed Mar 17, 2010 7:53 pm

Issue when creating game world...

Post by Jorgen_CAB »

In the latest beta... still when I crate a new game world I have to go in and check in the editor that the other empires have received good worlds. If I generate a galaxy with say rare colonizable planets there is a big chance the AI get many planets they simply have no money or hope to develop properly for a very long time. This usually lead the AI into negative income, an Issue they can not recover from.

This issue is when I spawn the game with AI in various degree of development, the way I like to play the game.

I have to go onto the editor and check all the worlds and make sure they are at least on a +20 colonization value for the worlds they settled.

If there is an issue with rare colonizable (low quality worlds) then I think the game generation need to modify a few worlds to help the AI settle the world they need. This issue still exist in normal rarity of high quality worlds, but less of an issue.

I also still see issues with independent worlds... Humans often get worlds at around 51% quality which is too low to settle them... at least in the early and mid game. I have seen a few other with the same issue.

I would really like to not have to use the editor and spoilt where everyone is just to have a normal game... :(

I really like to have low quality worlds in large galaxies, otherwise research simply become too overwhelming and income quickly raise to insane levels. I also don't want twenty major empires in my games, but rather around ten empires in varied states of development at the start of the game.
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Nightskies
Posts: 271
Joined: Tue Aug 09, 2016 3:00 am
Location: Colorado

Re: Issue when creating game world...

Post by Nightskies »

Seems that starting an empire at anything larger than Young may require tech tier 4 (or 5 if considering the first tier as "tier 1") to assure such a disadvantage doesn't occur. Now I'm thinking that the other races don't see this as often because there are more planets that they match to, so they get shunted onto less ideal worlds less often.

Did you used to do rare colonization world setting often? I've run with lots of independents lately, and rare colonization planets, but at Starting to Young empires. I do so because larger ones can get hampered by the relative lack of starting mines and non-proportional exploration compared to where they would be if they reached that size in normal gameplay. I have to wonder if its tied specifically to starting empires being limited by colonization range- I only recall seeing one independent human world be under +20 before I took it.

Could be sheer chance.
Jorgen_CAB
Posts: 903
Joined: Wed Mar 17, 2010 7:53 pm

Re: Issue when creating game world...

Post by Jorgen_CAB »

Well... I think the game should just "cheat" in this instance. If there is no suitable worlds it should pick the best ones and just change the quality so it is +20 for that race at game start. Relatively simple, otherwise the AI might get such a bad start they will never recover.

For the Human independent, almost all of them have been at exactly 51% lately, certainly in the latest beta version of the game. So something is definitely an issue.
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