Map generation had me start with the nearest non-gasgiant planet 3 places away, and the nearest undefended non-gasgiant planet 4 or 5 spaces away. You might want to update that algorithm because this particular run is more or less dead on arrival
On second though it seems like this game is currently balanced around the faction that can increase its network range with stations. As the colonize-everything faction, after 2 restarts I have yet to be able to colonize a single planet. I have never started with another planet in range and in one of the games I didn't get the 2nd +network range after getting 2 techs in each category, and the nearest planet was further than that. also my tech tree is all gunked up with terraforming options which are useless to me (they should be removed for this faction)
edit: alas, with one more restart i was able to get planets in range and colonize for the first time!
Thanks a lot for playing and the feedback! I think there might be some confusion how colonization works. You can colonize planets outside of your network, but the colonization cost will be equal to the distance from the planet to your network. The UI is doing bad job at visualizing this fact if you don't have enough resources to colonize the planet. This will be fixed in the 0.6.0 update, which contains a redesign of the whole "selected unit" panel.
I'll think about removing the terraforming techs from Yimono. They're not completely useless as terraforming can still be beneficial in order to prevent others colonizing your planets in a dire situation or to change the upkeep of your planets. However it's probably not worth researching them just for this utility. There are more features planned regarding terraforming which will make terraforming more useful for Yimono as well, but they will not be coming in the 0.6.0 update yet.
An anomaly allowed me to build a -1Gas/+1Energy station for free. It allowed me to place it outside of my network, where it is disconnected. It now costs the Gas without providing the Energy. I presume this is two bugs:
1) anomalies allow construction outside of network
2) stations outside of network still cost resources without providing income
after expanding my network to cover it, the income starting coming in as expected
Thanks for the feedback! Putting stations granted by anomalies outside of your network is intended. Otherwise it would be pretty rare you could place a station from anomaly. Of course you might want to think twice if you can extend your network to the station outside of your network.
The station upkeep is a great observation. I will remove disconnected stations from costing upkeep in the next bigger patch. Thanks a lot!
This game is a lot simpler than most strategy games in this style, but that makes it a fun game to pick up and play for a quick run, instead of becoming a slog over the span of several weeks to get to an endgame point.
Thanks a lot for playing and the feedback! Our goal is to add more depth in the next couple of months by adding couple of game mechanics and more techs, upgrades, factions, etc. without making the game much longer. I hope you will try the game again in a month or two to see if we've managed to add a good amount of depth while keeping the game relatively quick.
Yeah, at the moment, it feels like a more involved tech tree would be nice (it's not bad as-is, but more would be nice), and more varied factions would help change things up without adding to the length of the game too much. Sounds fun! And thanks for sharing those plans!
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Map generation had me start with the nearest non-gasgiant planet 3 places away, and the nearest undefended non-gasgiant planet 4 or 5 spaces away. You might want to update that algorithm because this particular run is more or less dead on arrival
On second though it seems like this game is currently balanced around the faction that can increase its network range with stations. As the colonize-everything faction, after 2 restarts I have yet to be able to colonize a single planet. I have never started with another planet in range and in one of the games I didn't get the 2nd +network range after getting 2 techs in each category, and the nearest planet was further than that. also my tech tree is all gunked up with terraforming options which are useless to me (they should be removed for this faction)
edit: alas, with one more restart i was able to get planets in range and colonize for the first time!
Thanks a lot for playing and the feedback! I think there might be some confusion how colonization works. You can colonize planets outside of your network, but the colonization cost will be equal to the distance from the planet to your network. The UI is doing bad job at visualizing this fact if you don't have enough resources to colonize the planet. This will be fixed in the 0.6.0 update, which contains a redesign of the whole "selected unit" panel.
I'll think about removing the terraforming techs from Yimono. They're not completely useless as terraforming can still be beneficial in order to prevent others colonizing your planets in a dire situation or to change the upkeep of your planets. However it's probably not worth researching them just for this utility. There are more features planned regarding terraforming which will make terraforming more useful for Yimono as well, but they will not be coming in the 0.6.0 update yet.
An anomaly allowed me to build a -1Gas/+1Energy station for free. It allowed me to place it outside of my network, where it is disconnected. It now costs the Gas without providing the Energy. I presume this is two bugs:
1) anomalies allow construction outside of network
2) stations outside of network still cost resources without providing income
after expanding my network to cover it, the income starting coming in as expected
Thanks for the feedback! Putting stations granted by anomalies outside of your network is intended. Otherwise it would be pretty rare you could place a station from anomaly. Of course you might want to think twice if you can extend your network to the station outside of your network.
The station upkeep is a great observation. I will remove disconnected stations from costing upkeep in the next bigger patch. Thanks a lot!
This game is a lot simpler than most strategy games in this style, but that makes it a fun game to pick up and play for a quick run, instead of becoming a slog over the span of several weeks to get to an endgame point.
Thanks!
Thanks a lot for playing and the feedback! Our goal is to add more depth in the next couple of months by adding couple of game mechanics and more techs, upgrades, factions, etc. without making the game much longer. I hope you will try the game again in a month or two to see if we've managed to add a good amount of depth while keeping the game relatively quick.
Yeah, at the moment, it feels like a more involved tech tree would be nice (it's not bad as-is, but more would be nice), and more varied factions would help change things up without adding to the length of the game too much. Sounds fun! And thanks for sharing those plans!
Really great work and thanks for using Talo!