Search found 9 matches

by Beanstalk
Sun Jan 28, 2024 5:06 pm
Forum: Terra Invicta Early Access
Topic: Terra Invicta Roadmap for EA and beyond
Replies: 16
Views: 42981

Re: Terra Invicta Roadmap for EA and beyond

Either this was added after I made my post, or I need new glasses. :?

I do suggest adding a "last updated on xxx" line.
by Beanstalk
Mon Jan 15, 2024 8:57 am
Forum: Terra Invicta Early Access
Topic: Terra Invicta Roadmap for EA and beyond
Replies: 16
Views: 42981

Re: Terra Invicta Roadmap for EA and beyond

After over a year of EA, perhaps an update for the roadmap is in order? As in, mark those that have been completed, update those that have changed or decided against, add any new ones that are now being planned?
by Beanstalk
Thu Aug 11, 2022 6:06 pm
Forum: Terra Invicta Development
Topic: Initial Management Team Selection -- Possible Re-Balance?
Replies: 5
Views: 3272

Re: Initial Management Team Selection -- Possible Re-Balance?

Alternatively, introducing techs that are exclusive to particular management team types would also create a way to tune the balancing between the 4 options.
by Beanstalk
Tue Jul 26, 2022 5:58 pm
Forum: Terra Invicta Development
Topic: Initial Management Team Selection -- Possible Re-Balance?
Replies: 5
Views: 3272

Re: Initial Management Team Selection -- Possible Re-Balance?

This might be easier to balance if it gave a flat AND a percentage bonus. The former decides what you want to focus on at the start, and the latter ensures it stays relevant long-term. Which is necessary imho, because some options (like research) are inherently a long-term investment.
by Beanstalk
Thu Jul 07, 2022 9:06 pm
Forum: Terra Invicta Development
Topic: Demo Feedback
Replies: 6
Views: 2980

Re: Demo Feedback

Is there any talk of removing the federation mechanics? (which isn't unique to the EU btw)
by Beanstalk
Wed Jun 29, 2022 12:19 pm
Forum: Terra Invicta Development
Topic: Demo Feedback
Replies: 6
Views: 2980

Re: Demo Feedback

Regarding badge-notificiations: I'd like to be able to customize those a bit more. e.g. make it certain event types have larger badges, or even trigger pop-up windows. You could also group events of the same type into badge-"stacks", that expand sideways when you mouse over them.
by Beanstalk
Sat Jun 25, 2022 10:59 am
Forum: Terra Invicta Development
Topic: Starting Council
Replies: 4
Views: 1868

Re: Starting Council

spacedoggo wrote: Fri Jun 24, 2022 4:45 am Here's how I'd do it: Start with a list of all professions, and let the player pick 3. No duplicates.
I like that idea.
by Beanstalk
Tue Jun 21, 2022 7:58 pm
Forum: Terra Invicta Development
Topic: Faction differences aside from goals
Replies: 2
Views: 1592

Re: Faction differences aside from goals

It would be cool if they were a bit more differentiated, by unique techs for example. At least faction bonuses ("+x% influence income", "+x% sociology research", etc.) should be painless to implement.
by Beanstalk
Tue Jun 21, 2022 7:33 pm
Forum: Terra Invicta Development
Topic: Starting Council
Replies: 4
Views: 1868

Re: Starting Council

I agree that the current situation just encourages people to restart the game over and over until they get starting councilors they like. But I don't think a full blown councilor-creator is necessary (and way too expensive in terms of dev-time). Just let us pick from a list of like 15 generated ones...