Yeah, there are some serious issues with cost/benefit on some stuff. Without leveled flats, they're really not worth much to start with, and you need a huge amount of production to make the upgrades valuable in the short term. They eventually pay themselves off, but 2.5% takes a while when you could have done Aid Research for the same cost, and not spent a resource on top of it. That your planets are probably going to be really good at producing buildings compared to how wel
psychoak
There's really only one scenario where it would actually be bad for a planet to be "specialized" in that there are galactic wonders you can use to radically boost your unique leveled flats. If you get this perfect planet that just begs to be one huge wheel of awesome, with loads of tiles grouped together, some strategically located bonuses, and a large number of asteroids around it, you can create one giant production power house centered around the Antimatter Power Pla
For most factions, the only structure that benefits is the Deep Core Mine.
Yeah, sorry, a non-unique +1 building is a hell of a lot better than a player unique one with a leveled flat bonus. That Computer Core only gets you one decent planet, the rest are comparatively crap. When you've got 5 planets, sure, that core with some high adjacency neighbors can be pretty sweet, but 20? It falls into mediocrity pretty fast.
You need to surround the elevator and port with as many high adjacency boosts as you can. You can get them up pretty high on your homeworld with galactic and player unique buildings adjacent to them and have a much much better score than 54. Just with full rings of factories, that's 3 base and 12 leveled points of ship production. Add another half dozen from asteroid mines and a few from population and you've already hit 20+ base production to work the percent modifiers agai
You can also spam a bunch of farms on some worthless 4 and use gobs of food to throw a city or two on every planet that doesn't suck and give huge boosts with single tiles. Your serious tile expenditure is going to be from keeping morale up.
I can give pretty objective feedback on this. :) The original Galactic Civilizations AI caused me severe problems at the standard non cheating difficulty. I tended to lose. In Galactic Civilizations II, I could abuse the poor handling of the differing damage types and beat normal AI just fine, but it would still kick me to the curb at higher levels. In it's current iteration, along with pre-Crusade improved vanilla AI,
Calling people basement dwellers for thumbs downing a game this buggy is not cool. We've been delivered an alpha release, entire portions of the game still don't work right after multiple patches. Synthetic life is hosed, campaigns are hosed, the balance job is atrocious, and the AI is so full of cheats and stupid that it's scary. Stardock is instead extremely fortunate to be achieving a mixed aggregate for something that, while relatively stable, is even more unfinished tha
If you're altering core files, they're binned for quicker load times. You either have to manually recreate the bin files, which there are batch jobs for, or delete them and have the game recreate them on startup.
Er... how are you behind the AI on beginner? I know there's some serious cheating going on right now(supposed to be accidental, but hey, it's still there) but in no way is beginner challenging with the present state of the AI compared to previous iterations. I'm pretty bad at this game, so I thought I'd have to tone it down from Gifted after seeing how less exploitable the infrastructure design was, but I probably will need to bump it up another notch instead because the AI royall
The bot scripters are getting smarter, but they really need to learn English...
I actually built hospitals on high pop planets to get them up faster. So on the plus side, growth boosting buildings are actually useful now to get reasonable population levels, instead of superfluous outside of adjacency bonuses. I think people are somewhat overlooking just how pathetic structure improvement in general is. Industry is the only place where you can just farm the devil out of planets without building up population because you can throw multipl
Pop is good on crappy colonies where you've got a bunch of singles, and you can't boost your science and wealth with space elevators. Outside of wherever your flat boosting structures are placed, your science/wealth output is going to be really crappy unless you have lots of asteroids or get your pop up in the 20-40 range so you actually have some base production to work with. It may not be a problem in 5 world empires, but if you've got 30, you've got a problem.&
Heh, never ran into that... I'd suggest moving to the second tier of mining research before you get that far up industry, you need a lot of resources by that point that you just wont have without upgraded starbase mining.
[quote]1. Not every starbase is a military installation. The base stats of any starbase guarantee that you will not take it out for the next, oh, 100 turns at least. 2. That's the second part of the problem. Once you have a tool capable of defeating a starbase, you can take out any starbase. The scaling on additional modules for weapons and defenses is pitiful.[/quote] Not real sure why you snipped out a portion of my post and then fed me a reply that wasn't in
I don't really understand how you would game the system when every administration use is permanent so long as the requiring item actually exists. Disbanding starbases to get administration resources back doesn't seem like a particularly gamey thing to do, it seems like something marginally intelligent if you have a bunch of no longer useful infrastructure being maintained and you need to scrap it and build something that actually serves a purpose. The way it is now, you actually ca
Like basic structure access in the campaigns. :)
I wouldn't restrict the economic ones from them, after all those military buffs apply to stationed ships and make an actual point of nigh impenetrable defense.
It does seem like there is something missing...
If defending ships still run up and die by themselves(haven't had a starbase attacked yet) then I don't see a problem with starbase strength eclipsing early fleet strength, because you can't actually bolster their defense. Clearly, all is not balanced, but nothing wrong with a static military installation wiping the floor with a small fleet. They were tissue paper, it was embarrassing how easy it was to drop a static object, it added a great deal to the mediocrity
More buggies. The campaigns are broken. The poor terrans are missing minor little details, like basic factories, in their tech tree.
They're also obscuring ship designer information with the resource list.
Having played with fixed factories(which are worthless :)), the mine is clearly not worthless, but I must stress, once again, that social manufacturing adjacency is not subjectively, but objectively, absolutely worthless. For most factions, there isn't a single improvement you can build to take advantage of the adjacency. It's basically an empty bonus aside from a couple factions that have work structures with both Manufacturing and MaxManufacturing listed in the improvement types
So... I'm guessing none of you have made commanders... The flagship gets you extra stats, of particular value early on is the doubled speed, but it's a defense/offense free ship, the promotions are all promethion, and get you ships with better stats, different boosts, etc. They're also all 0 logistics. With 3 citizens and 20 promethion you can make a super fast, super buff fleet with unholy badass levels of awesomeness in the early game when the AI is runnin
Workers only increase social production. If you're placing them on production worlds, you're wasting them on the planets that already upgrade structures fast. Engineers are the ones that boost ship production.