Arioch wrote:As long as you have stockpiled enough currency, being able to build a ship every turn is not a problem. You'll eventually run out of currency ... true replicators would not require any currency ... Replicating a ship requires neither significant time nor currency, only matter or energy, neither of which is modeled in this game.
To be pedantic, there is little functional difference between the two unless you're discussing hard currency. Your current 'currency' game mechanic could be renamed 'energy' and the effect would be the same but more precise from an objective standpoint while allowing for a greater depth in gameplay. Your ability to replicate things is then limited by your generation capacity, which gives the player a
reason to want to do all of the interesting end game things like build a Dyson sphere or capture a small singularity to farm the accretion disk.
Arioch wrote:I don't think "your godlike people don't care anymore" makes for a very satisfactory win condition, much less playstyle.
For myself, and I'd wager a few others, this was actually the
most satisfactory win condition for Sid Meier's Alpha Centauri and arguably the cannon ending.
Arioch wrote:I think the most interesting part of a game like this is in the early expansion and the midgame power plays against the other empires.
Which is perhaps where you vision as a creator and my desires as a player differ. To me, the endgame is the most interesting part. The midgame issues are trials to overcome, and you've done well making them a true and interesting challenge. Because they are a challenge to overcome, the satisfaction received by the endgame becomes a function of these challenges. But the endgame rewards feel so
unsatisfying. It makes me wonder why I invested the time in playing. For the player who has already 'won' what is the harm in being able to replicate massive fleets at will? This is in part what made the actual playing of SMAC so satisfying and repeatably playable to me, I could simply manage my diplomacy and tech without having to resort to bloody conquest - which always presented new challenges. A play style abiding by the non-aggression principle was equally viable as a crusader conquer strategy. And I'll add that it was
extremely satisfying endgame to goad your much more aggressive but far less advanced neighbors into conflict: as their troops began to march across your borders, your quantum singularity powered war-machines would simply materialize inside their city domes.
I'm looking for a particular experience as a 4x player, and between Sven and yourself you've gone a long way toward providing it. There is a real depth and detail which I appreciate that you have put into this game, I'm sure this carries over from your other work. It is analogous to the level of consistency, story, and detail which was lavished on SMAC. However, in making the creative choice to go for that level of consistency, those areas where the SIC world is less though out or inconsistent become glaring obscenities. It also means that your player base will quickly begin to ascribe their own meaning to your game - this is something which only happens when such a world is produced. This is a good thing, because people really like a story and good stories will sell. Because you, as a creator, find the early expansion and midgame to be interesting it is necessarily the most well though out and polished - it is a joy to experience, even in beta form. Having said that, SIC has the potential to be something even greater providing you find the time to develop the endgame to a similar level, some real GOTY potential honestly. Don't try to dismiss the
story your players may want to tell about
their empire by throwing up some tired argument about balance.