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Let's Play: Dominus Galaxia beta

Maybe this is technically not the right forum, but since it's a spiritual successor, I think it's alright...

Anyway, I've been the world's worst beta tester during the last few years. The game has gotten a lot of additional content since I last played, so I want to make a Let's Play/Review/First Impressions thread about the game to make me stick with it for a full playthrough again. I'm also going to highlight the key differences with MOO. The game is still in closed beta, with a Kickstarter and public beta coming soon. If you want in on the closed beta, you can message Jeff Graw here on RB (hurleybird on Steam).

Remember that this is a beta so things will change in the final release.

Let's start with the game settings:



Most of it should be self-explanatory. In the difficulty options, you can select AI smarts and AI resource bonuses independently. I selected the Master difficulty which is the AI at its best and no bonuses. Ail worked on the game AI. In case you haven't heard of him, that means this is no ordinary 4X AI, and it will be a challenge. I'm confident that I can beat it, but we'll see.




Currently, the only races available are Humans and Spixnih, a spider-like species. The other races can still appear as opponents, though. The Humans have a discount on fleet maintenance and the Spixnih have faster pop growth. Leader/Honorific/Government are all cosmetic. They're just text strings that appear in the game.

Onwards!




Oh no, it's got starlanes, which people hate for some reason! There are lots of connections here, though, and you can move off-lane with a speed penalty. You can also turn them off under "Advanced Options" when starting a game. There are lots of customization options and some presets: "Default" (for the intended experience), "Classic" (more like MOO) and "Streamlined" (quick and simplified game). If that's not enough options, you can also customize the formulas used by the game, as they're all stored in human-readable text files. Well, as human-readable as math formulas get, I suppose. wink

Looking at the colony screen, you'll see that there's no ECO slider. You pay the cleanup costs automatically and you can't clone population. A terraforming slider appears when you have the required tech.

I don't want to start any science investments before knowing the surrounding planets, so I leave everything as is and send out some ships:




There's a glowing circle in my player color to show my range. A neat interface feature: if you send only one ship, the game will immediately select one ship of the same type so you can give your scouting orders quickly. KilgoreTroutMaskReplicant borrowed that feature for the improved interface in 1oom, and for good reason! Now it's a bit of waiting...




The better planets in Dominus Galaxia are guarded by independents. Here we have some space pirates. They are the weaker type of enemies and can also be payed to go away. The very best planets are guarded by Remnants which are stronger and won't negotiate. In DG, you start with a healthy sum of reserve money, and your population automatically generates more, so you don't even have to do reserve spending like in MOO. (You still can do that, though.) I'm still a bit short, so the pirates are going to fight. I set my ship's behavior to retreat and auto-resolve the combat... and it turns out that the ship got away! In my previous games, ships were hardly ever able to survive pirate encounters, so that's nice!

The pirates are guarding an ocean planet with 80 max pop. I also discovered some undefended planets, which means that they're rather crummy, like here:




Abydos is in the same ballpark and Qyx is an inferno planet that needs advanced planetology tech. Note that once a star system is explored, the star on the map is replaced by a picture of the main planet! Let's colonize those two planets minimal planets... but we don't start with a colony ship, so how do we do that? Easy, just click Colonize World:




We don't need colony ships, just send over the population directly! You first select the destination, and then you get a list with planets you can send them from. In this case, that's only the homeworld. Sending transports costs a bit of money: 10 per world you send from and an additional 2 for each point of population. DG has more money sinks than MOO, but also more sources, so that's fair.

If we don't need to build colony ships, can we just swarm the galaxy? That doesn't work because a new colony doesn't increase your logistics range by itself. First it needs to build a space port (which replaces the ship building slider). Once that is finished, it contributes logistic range and gains the abilities to produce ships and ship off population. It's a bit strange if you're used to MOO, but I think it's a good decision. Transporting population is rarely important in most modern 4X games, so it's better to draw the player's attention to it than to leave them wondering why their new colony won't grow.

This is another part of the game that can be customized: you can chose if you want to build colony ships or spaceports (or both, or even neither).

A few turns later, my new colonies are settled and start working on their factories. Time to plan the next move. I could open up technologies to get more logistics range or terraforming. I could research weapons or build ships to fight the pirates. With the independent enemies, weapons becomes an economic tech, in a way. But actually, I want that ocean planet right now, to get the most of the Spixnihs' increased pop growth. I don't like paying pirates (less for strategic reasons, more because it just feels bad), but in this case, I swallow my pride and just save up and keep building factories.

With more population sent off to Ekseller in 2220, Mordon now has some unmanned factories. Clicking on the Adv button next to the slider brings up this menu:




The part that's important for now is that we can tell Mordon to not build more factories than the population can operate. The other options are for stopping when factories become too expensive: Factories don't have a fixed price. Instead, it increases with the number of factories relative to the planet size. Once you get to a certain level of robotic controls, it can happen that factories become so expensive that it's not worth building them everywhere. However, your early factories always stay cheep!

Excess production is shunted into research, so it's time to visit the Research screen!




This should be familiar from MOO, except that you can adjust all sliders independently. They're not absolute, but relative to each other, so Biology, Construction and Propulsion all receive equal amounts, and the other fields receive nothing. A nice convenience feature! DG also has a system to reward slow and steady investment which is very different from MOO's interest mechanic. Spending cuts take effect immediately, but spending increases take some time to manifest. (Note that this only applies to moving the sliders here, not to reducing or increasing your overall research spending.)

The little triangles indicate that Biology, Construction and Propulsion receive only half of what they're eventually going to get, because the starting setting had all fields receive equal amounts. The speed at which they move depends on your overall research investment, so you can't game the system by not spending on research during the adjustment period. I don't know if there are ways to game the system like with MOO's seed-and-trickle spending. So far, the best way seems to just select the fields you want to emphasize at the moment. I'm going with fields that improve my economy and exploration abilities.

I hit end turn and now the Science Spider has to stop browsing the web.




Huh. I thought that DG moved Eco Restoration up! If I had known that I might get it immediately, I would have opened research much earlier! The techs here should be familiar, except for Theoretical Biology. Researching normal techs doesn't unlock new ones in DG, you need theoretical research for that. Anyway, I go with Eco Restoration of course!

In Construction, I pick Factory Construction II for reducing construction costs by 19% and in Propulsion, I pick a logistics range upgrade.

I also start building a space port at Gordys, using stimulus spending from my reserve to speed it up. It's finished in 2230 and opens up some new star systems for exploration. Except one is just barely out of reach:




The red star turns out to have a tundra planet, the next one south is arid and I immediately colonize it from Gordys.

Eco restoration research finishes in 2238 and I follow it up with Terraforming II. The logistics tech finishes and that one annoying star becomes accessible now. Turns out that it has a barren artifacts planet jive My next target has to be Theoretical Biology, I need a hostile environment tech ASAP!

As for new propulsion tech, I skip Nuclear Drives for Theoretical Propulsion and hope for better engines in the next rung.




Up north I encounter more pirates at an arid planet. I don't have the money at the moment...

In 2243, Abydos maxes out factories and starts building a space port. Also, Terraforming II completes. It works a little bit differently from MOO:




So you get a small flat amount plus some percentage of the planet's base size. The point of that is to make the base size more important. I'm not sure if I like that. I think it's cool that the size matters in the early game, but just kind of stops being important later on because planets are just blank canvasses for your terraforming engineers. Also, the more you terraform a planet, the more expensive it becomes. Terraforming costs can be reduced by a high level force field tech.




The colony at Orbis is founded in 2245 and I spot some fleet at the next planet. It's black, not grey so I suspect that it's another empire rather than independents. The UI just calls it an unknown fleet...

The last big event of this play session before I stop in 2250 is that I finish Theoretical Propulsion and get to research sub-light drives next. The wait has paid off!
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Thanks for posting this, RFS-81! I have seen DG mentioned but do not know much about it, so this is very interesting. thumbsup

Hmmm, range limits and starlanes seems like an odd combination. I don't really see the point of having both. Maybe it makes sense in game for some reason?

I like several of the UI aspects you highlighted, such as the customizable factory building limits. Very useful. nod

Non-aligned forces guarding systems is interesting. Without the need to build very expensive colony ships, I am guessing that helps limit a total farmer's gambit from flooding the galaxy. The space port requirement to extend range should also fit into that aspect. Are AIs able to form range-sharing alliances as they often do in MOO? Or does the idea even apply? You have not gotten to contact with another empire yet, so maybe the concept does not even carry over.

Neat stuff. nod Looking forward to reading more about this game.
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Hi! Glad you're reading along!

(September 22nd, 2019, 17:24)haphazard1 Wrote: Hmmm, range limits and starlanes seems like an odd combination. I don't really see the point of having both. Maybe it makes sense in game for some reason?

I don't know for sure. I think one reason may be to force larger confrontations at choke points. The tactical combat is much more involved than in MOO, but it's often advantageous to avoid battles with large fleets on both sides.

(September 22nd, 2019, 17:24)haphazard1 Wrote: Non-aligned forces guarding systems is interesting. Without the need to build very expensive colony ships, I am guessing that helps limit a total farmer's gambit from flooding the galaxy. The space port requirement to extend range should also fit into that aspect.

The spaceports actually make it harder to spread quickly. You can build colony ships at your industrialized planets, but the spaceport has to be built on the new colony you settled. Ail's AIs will slap down any attempt at farmer's gambits. scared

(September 22nd, 2019, 17:24)haphazard1 Wrote: Are AIs able to form range-sharing alliances as they often do in MOO? Or does the idea even apply? You have not gotten to contact with another empire yet, so maybe the concept does not even carry over.

Diplomacy has been greatly expanded since my last game. I'm going in totally blind in that respect! I only know that they couldn't do it previously.
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This is great, thanks! I don't want to interject too much, but I'll answer a few technical questions and correct any misconceptions if they come up.

Quote:Hmmm, range limits and starlanes seems like an odd combination. I don't really see the point of having both. Maybe it makes sense in game for some reason?

Generally they add a sense of cohesiveness and character to the map, where the unique geography ends up making maps feel more distinctive with each playthrough. But the feature is optional. Generally the AI does a bit better without starlanes. When I play, I go back and forth about enabling them. They make for a very different overall feel.

Quote:Are AIs able to form range-sharing alliances as they often do in MOO? Or does the idea even apply? You have not gotten to contact with another empire yet, so maybe the concept does not even carry over.

As of 0.7.0.0 (which came out last week) they can. About the only differences from MoO 1 is that you cannot request a contact to go to war with a third party unless you are allied with the contact and at war with the third party. Unlike MoO 1, the AI can sometimes refuse such a request. If a request is refused the alliance is broken immediately and, for every other empire except that third party, there's a diplomatic consequence. Kind of like using bio weapons.

Quote:In case you haven't heard of him, that means this is no ordinary 4X AI, and it will be a challenge. I'm confident that I can beat it, but we'll see.

He worked on it for a long time, but not lately. He's been working on 40:K Gladius. The AI hasn't fully kept up with all the new content and features, and is probably a bit weaker than you remember. Getting the AI really strong is still a priority before release. (This is likely to coincide with a general refactoring of AI so that each AI can execute on its own thread at the same time as you are taking your turn).
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(September 22nd, 2019, 17:34)RFS-81 Wrote: The spaceports actually make it harder to spread quickly. You can build colony ships at your industrialized planets, but the spaceport has to be built on the new colony you settled.

Needing more mature colonies before you can use them as range/fueling depots makes sense. This sounds like a very interesting change.

I am wondering about where your industrial production goes if not into colony ships. In MOO early colony ships are a major sink for production, usually keeping your best planet(s) tied up for the early/mid game expansion phase. Does colonizing a planet without them require production or just cash, or both? Maybe this frees up more production to go into fleets?

Thanks for discussing this game, it looks interesting. nod
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(September 22nd, 2019, 18:17)Jeff Graw Wrote: He worked on it for a long time, but not lately. He's been working on 40:K Gladius. The AI hasn't fully kept up with all the new content and features, and is probably a bit weaker than you remember. Getting the AI really strong is still a priority before release. (This is likely to coincide with a general refactoring of AI so that each AI can execute on its own thread at the same time as you are taking your turn).

Oh well, I'm sure he is much happier in the grimdark future where there is only war. I played a little bit of Pandora and diplomacy was really bizarre crazyeye I've never seen such a bunch of compulsive backstabbers!

(September 22nd, 2019, 18:25)haphazard1 Wrote:
(September 22nd, 2019, 17:34)RFS-81 Wrote: The spaceports actually make it harder to spread quickly. You can build colony ships at your industrialized planets, but the spaceport has to be built on the new colony you settled.
I am wondering about where your industrial production goes if not into colony ships. In MOO  early colony ships are a major sink for production, usually keeping your best planet(s) tied up for the early/mid game expansion phase. Does colonizing a planet without them require production or just cash, or both? Maybe this frees up more production to go into fleets?

Research and ships, pretty much.



I've got 25 more turns in! Terraforming is coming along nicely. Here's a UI trick I like:




The sliders here are relative, too, like in the Research menu. Putting one click into factories ensures that, when terraforming is done, 100% will be invested into factories. As you can see in the picture, I'm heading up to the yellow star. The color codes are like MOO, as far as I can tell, so I'm expecting a good planet probably with pirates. The ship arrives in 2254 and it turns out to be not that great: an arid planet with room for 55 pop, but no pirates. I colonize it immediately!

I wanted to check out the unknown fleet below Orbis, but it's not quite in range, so Orbis has to build a spaceport first. With the help of reserve spending, I can get a small ship to the star system in 2261. First contact!




Meet the Mizuro! They're the Alkari of this game and have a defense bonus in space battles. I miss MOO's colorful aliens, but this game has some awesome creepy artwork. You know, in case the big spiders weren't enough for you!

It's also my first encounter with the new diplo screen. It now offers trade and research agreements, non-aggression pacts, alliances and map sharing. Also, there are tech trades, but you have to pay reserve money instead of paying in kind. In short order, the Mizuro ask me for trade and research agreements and we exchange maps. The bar graphs (also a new feature for me!) show me ahead of them, so I'm happy to agree.

Here's a picture of (most of) the known galaxy:




The bulk of the Mizuro empire is actually above me. The star system Grimshade at the bottom of the map is linked with a wormhole (indicated by a squiggly line) to another Mizuro-controlled star. The time to travel through wormholes fluctuates. The numbers show that it takes 30 turns maximally, but 20 at the moment, and that this number is currently on the downswing. I've started building some missile bases on Orbis to fortify my borders. The Mizuro fleet I focused on in the above screenshot is moving off-lane to bypass Orbis and investigate the planet beyond. I'm sending some ships to intercept it, because I want to settle there! Luckily, with the wormhole, I don't have to contend with their whole fleet for some time! If I had built more military, I could have pounced on it and fortified it before reinforcements had arrived...

I've also finally started to invest in weapons tech. To waste less production, I've ramped up the weapons spending slowly. On the first tier, I picked a missiles upgrade to improve my bases. Since I'm ahead of the Mizuro in most respects except fleet strength, turtling seems to be the way to go right now. But it looks like I have to go through the Mizuro if I want to see any more of the galaxy...

Theoretical Biology I finished early in the turnset and I got to select Inferno Colonization next. The other options were another level of Eco Restoration and Subconscious Conditioning which increases reserve income. This technology will let me colonize all the star systems in the area, including an artifacts world! Inferno Colonization took a long time to research, but by 2275, all the hostile planets in the area were colonized, except for the artifacts planet which will be next turn. Zeta Aquilae will soon finish a space port and unlock two more star systems. Meanwhile, there are still pirates at Nimbus. I have spent most of my reserve on stimulus spending, and I intend to spend more to get the artifacts world off to a quick start, so they will have to wait until I have a better fleet. Speaking of which, I also finished Theoretical Weapons I and am now researching a new beam weapon.




After completing Factory Construction II, I go for Theoretical Construction, hoping to unlock some armor upgrades. Instead, I got an upgrade that increases the number of missiles per base. Also great for my turtling strategy! In Propulsion, I finished Sub-light drives and started on Maneuver III next: engines and maneuverability are independent of each other in DG.

Not all is peaceful, though as Mizuro spies blow up 50 factories in 2274! So I guess it's time to start paying attention to that new espionage screen. I put some money into prevention. It's rarely worth it in MOO, but I have absolutely no idea of how effective it is here.







I have no idea what any of this means, but the spying seems to have resulted in updated info on the Mizuro homeworld, and on tighter error bars on the bar graphs. Here's how they looked at the end of my turnset.




The wormhole is buying me some time, but I really do need to get my defenses up!
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A few minor corrections:

Quote:The time to travel through wormholes fluctuates. The numbers show that it takes 30 turns maximally, but 20 at the moment, and that this number is currently on the downswing.

A greyed out wormhole just means that it's currently inactive. Eg. in your scenario the wormhole will be back up in 20 turns. And then it will be up for 30 turns. And then down for 30, and so forth.

Quote:Also, there are tech trades, but you have to pay reserve money instead of paying in kind.

It's still tech-for-a-tech, but with a few differences from Moo 1.

1) You get to chose which technology you want to offer.
2) You can ask for any technology that they have.
3) Whoever requests has to pay a facilitation fee in BC, driven by the tech level of the requested technology. This is to fix (or at least temper) the design issue that optimal play in MoO 1 (and most games with trading) involves asking for as many trades with as many partners as possible (but the AI never is allowed to do this, because it would be unfun).
4) If your offer is declined, you can come back and offer an additional incentive in BC to be paid to the other party. This is the case for all requests *except* asking an ally to honor his obligations as is described previously.
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Thanks for the update, RFS-81. This continues to look very interesting. nod

Does population growth on planets work similarly to MOO, with growth being faster when your population is in the middle range of the maximum and slower otherwise? I see there is a "Bolster Population" button on the planet screen -- is this similar to spending on the eco slider beyond what is needed for clean up/terraforming in MOO?

The addition of theoretical research projects to advance in a field is a neat change. I am assuming there is uncertainty/randomization of what techs are actually available to you, similar to MOO? You mention hoping for an armor upgrade in construction but not having one, so it sounds similar.

Separate trade and research treaties, hmmm. I like that the screen shows the maturity of the deals. Does overhead decrease with maturity, or how does that work? How big are these deals compared to your economy?

Lots of neat stuff. smile Thanks for posting, and thanks to Jeff for answering questions for all us curious MOO fans. thumbsup
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Thanks for the explanations!

(September 24th, 2019, 19:32)Jeff Graw Wrote: A few minor corrections:

Quote:The time to travel through wormholes fluctuates. The numbers show that it takes 30 turns maximally, but 20 at the moment, and that this number is currently on the downswing.

A greyed out wormhole just means that it's currently inactive. Eg. in your scenario the wormhole will be back up in 20 turns. And then it will be up for 30 turns. And then down for 30, and so forth.

In my last game, I sent a ship through a wormhole and saw that the travel time was equal to the number. I guess that it was just waiting around for the wormhole to reappear.

(September 24th, 2019, 20:05)haphazard1 Wrote: Does population growth on planets work similarly to MOO, with growth being faster when your population is in the middle range of the maximum and slower otherwise? I see there is a "Bolster Population" button on the planet screen -- is this similar to spending on the eco slider beyond what is needed for clean up/terraforming in MOO?

I've been using my MOO heuristics for seeding population. I still have to check the game files for the actual formula. I read on the Steam forum that industrial waste somehow factors into it. "Bolster Population" is just another incarnation of the transport-population-here button. It has different names on own colonies, others' colonies and unclaimed stars.

(September 24th, 2019, 20:05)haphazard1 Wrote: The addition of theoretical research projects to advance in a field is a neat change. I am assuming there is uncertainty/randomization of what techs are actually available to you, similar to MOO? You mention hoping for an armor upgrade in construction but not having one, so it sounds similar.

Yes, it's still randomized.

(September 24th, 2019, 20:05)haphazard1 Wrote: Separate trade and research treaties, hmmm. I like that the screen shows the maturity of the deals. Does overhead decrease with maturity, or how does that work? How big are these deals compared to your economy?

I'm not sure about that. This screen is all new to me. Jeff, if you have time, please explain! I'd also like to know what my espionage spending is achieving.
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(September 25th, 2019, 15:23)RFS-81 Wrote: I'm not sure about that. This screen is all new to me. Jeff, if you have time, please explain! I'd also like to know what my espionage spending is achieving.

So, a lot of this is possibly subject to change, but currently the trade and research treaties are functions of the economies of the colonies inside each other's logistics coverage as opposed to the whole empire. Reason here being that if it were empire wide, it would be easy to calculate the overall economic strength of each empire and in DG that's supposed to be a bit hidden.

Trade and research overhead is a maintenance expense. Research just adds RP. Trade revenue on the other hand goes into the reserve.

Trade treaties grant a +5 spy bonus for sabotage ops and your colonies within your opponent's logistics coverage (with fully up to date intel) and vice versa. Research treaties grant a +5 bonus to espionage ops and reveal which techs you own to your opponent and vice versa. You cannot trade techs without a research treaty in place.

Offensive spy spending trains agents. Those agents passively gather intel on your opponent, decreasing the amount of uncertainty about their empire and here and there revealing techs that they own as well as new up to date information on their colonies. They can also uncover previously unknown colonies and expand the fog of war. Each turn agents roll to begin spy ops (eg. steal tech, blow stuff up, but they complete after a certain number of turns and there are various parameters to play with). Admittedly, it's a bit complicated and some things should be exposed better to the player. I'm on a pretty tight time budget for KS right now, and spying was the last big change that I made. While I'm really happy with diplomacy now (at least the underlying systems if not the AI) I feel that spying probably could use a bit more polish.
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