From here:
http://steamcommunity.com/app/40400/discussions/0/828935673164432603/?ctp=4#c224446432327926263This is a different point of view, and one I think that is worth discussing since we're back at a design doc stage where making sure not to isolate the core hardcore strategy fans is a good idea.
I'm a micromanagement fan and I'm worried that the related game aspects are going to be reduced in the sequel.
For example, engineers are gone in the AI War II spec, resource management reduced, recon capabilities are severely hampered (new anti-cloaking measures),
Relevant part of my response:
Well, things are changing on that front to some extent in the re-launch anyway, but in general it's more a matter of things moving and changing form rather than outright being removed (per se).
The planet management screen in the original spec was designed to have a lot of different sliders and options on it where you could do the equivalent work of engineers and rebuilders and then some -- giving more power to turrets instead of repairs, for instance. Basically letting you choose from some templates or micromanage it as much as you wanted -- simply from one screen.
In general I'm not opposed to micromanagement being something that is POSSIBLE, but I'm opposed to it being something that is either required or inconvenient. I like that in the later Civ games it will automatically apply my workers to various things if I don't care about the makeup for that particular city. Little outlier cities can be set to work in a kinda generic fashion, because I don't feel a need to min/max them. Meanwhile I can focus on the important cities and micro them the way I want.
And so on. Same thing with the lobby design I had in mind: make it super simple and a lot fewer options... on the main screen. Then have subscreens with far more options for tweaking and twiddling than were there before. Best of both worlds: at the basic level you can just hop in and not sweat the details... but for advanced play you can get to well-organized options to do exactly what you want.
With resource management, that wasn't really reduced, per se. Things like the need to build metal harvesters (and rebuild them) were just busywork. It was something you always do, so why make you do it? Automating that lets you then think about other things, such as: if that's in an exposed position and keeps getting destroyed and having to be rebuilt back up, then how do you plan to deal with that? Do you just let it happen, and you lose the benefits of that derelict, largely? Or do you expend some of your resources in fortifying it?
The goal with streamlining, for us, is not to reduce options, but to reduce busywork and to reduce the number of "yes of course" options that are not really choices. And then on the flip side, give you new options for doing deeper things IF you're the sort who enjoys that, but which can be safely ignored for lower-difficulty more casual play. And even "casual" is a misnomer, because that's basically like saying "people who play Paradox games, but can't quite get into Dwarf Fortress are the 'casuals'" in this case.
The logistical challenge (moving engineers around) and the tactical advantage (concentrating all my engineering power exactly where I want it) will be gone.
The game may become similar to Star Ruler where all resources are magically stored in one place (Galactic Bank) and distributed from there directly to each planet.
hmm, i love abit of micro here and there. bzut am open to venues you are suggesting, we shall see.
Me again:
Got it, that makes sense. I will raise that issue on our forum, and I encourage you to come join us to discuss. I definitely want to have a variety of opinions on this. The engineers thing in particular is something that to me is not a crisis if we separate that out back into having them being discrete units.
Possibly the mothership/ark/command stations still do MOST of the repairs at a baseline, but you use engineers for concentrations of power. Because I do know what you mean on the concentration of power.
Originally in my designs I had things to account for that, such as being able to have multiple construction queues at one constructor, and different allocations of speed to various of them, and power distributions to different activities, etc. That was all per-planet, not across the entire galaxy, to be clear.