adamb1011

adamb1011

Joined Member # 6156329
0 Posts 19 Replies 678 Reputation

Great to see FrogBoy in the thread! As everyone else has mentioned, the research and wealth projects introduce some pretty silly effects into the economy as they currently stand. The primary reason for this is that normally your improvements scale additively. That is, when you make 2 labs worth 50% bonus research each, the total added research is 100%. However, the research project allows you to scale your improvements multiplicatively. That is, your produc

94 Replies 3,091,120 Views

" When you 'go into negative spending' the game stops all production of building/ships and all research and resets GLoBAL output to full economy. What this means is all planets are put on 100% economy until you get back into positive numbers. What used to happen is it would Stay that way after you fixed your debt. Now it will go back to each individual planet as it as before. Much better now. " I love you stardock. That said, I was

43 Replies 78,535 Views

This is kinda silly. Cant wait to do the same thing with logistics and hp! Large hulls have 350 capacity in my current game. Huge should be fun! Probably needs a big swing with the nerf bat :)

5 Replies 20,083 Views

Nah Frogboy they are perfect! This patch is by FAR the best you've released. Whole game looks and feels 100x more polished, and its now MUCH more balanced. Except for maybe resource buildings :)

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Well, I think an easier solution is to just apply the bonus research / wealth AFTER the multipliers from labs / markets are applied. the issue stems from it being added before as raw research/wealth - meaning multipliers from labs and markets blow the number way beyond what is reasonable. I actually think the growth project is kind of cool - and an interesting addition. Not sure how it works from a lore perspective... cloning factories?

36 Replies 82,836 Views

I wasn't trying to dispute your math. Im sure its right :) All I'm trying to do is assert that this is a fairly nasty economic issue/exploit - and one that can have some fairly gamebreaking consequences in mid/late game, while still being strong earlygame. For example, about 70-80% of my worlds are specialised production, since I really only need 2-3 research worlds and 2-3 wealth worlds. Normally only one of those worlds is actually actively pumping research/wealth - th

36 Replies 82,836 Views

Here's some screenshots showing the issue. In this game I'm maybe 2/3 through the lab/factory tech tree path, with a few relics, 5 starbases and "ancient". Class 16 homeworld playing with Altarian tech tree. This isnt even remotely optimised. 1060% manuf, 1044% research. Total output = 2404 RP. Its late so my math might suck :) The key issue is how the research project interacts - it is added as raw research before other percent bonuses are added . This

36 Replies 82,836 Views

You are right, there is a minimum about of +% needed before this is true. However: 1) Your assumption that there are no starbases really understates the problem. 5 economic starbases is easy to achieve. +res/manf techs add to it. And relics... etc. 600% is really easy to get. 2) Factories have all sorts of other bonuses - for example, at turn 30, you will have a much more developed world if you build 50% factories 50% labs, compared to if you went 100% labs from the st

36 Replies 82,836 Views

Lighting definitely. Resource system feels kind of weird right now. Its strange that you can trade a resource for a one-off improvement. Maybe make them more like civ5 resources - that is trading is an ongoing act, not a one-off thing. It would be even cooler if you could somehow unify the trading and resource system. Ie, I want to trade a durantium for a hyperstone. Would be kind of cool if I literally had to make a trade ship, send it from one world to the other.

69 Replies 263,937 Views

Also the AI REALLLY undervalues resources. Often trading them for a low level tech or some cash. As a player, if you are willing to dump some tech to the AI, grabbing all the resources (nanites, hyperstones, etc) can give you a massive lead. Individually they aren't great, but buying every single one off every single AI gives you a huge advantage. Nothing like having ships with +100% capacity compared to the AI :) Bet they regret trading me all their Helios Ore for a

14 Replies 25,446 Views

The AI is generally really bad at economic and planet management, and that screws them mid to lategame. You need to write some code to get them managing their economy reasonably well. Specialising planets, terraforming, economic starbases, etc.

14 Replies 25,446 Views

SMAC is leagues ahead of the competition. Just so much polish in that game. The videos for all the wonders, the endless amount of lore, the massive tech tree that still managed to stay interesting, the realism (as a physicist, the tech tree is surprisingly realistic and features real concepts), the huge possibilities of terraforming, the unit customization... the list just goes on and on. Otherwise, Civ series Galciv2 (3?) - the ship designer really is amazing

60 Replies 327,290 Views

Coming from a physicist - the whole game is unrealistic - so don't worry! But Maiden666 is right - sensors should have a combat bonus. I think the whole targeting sensors thing should be taken out, and have accuracy added as a bonus to standard sensors. The counterpoint to accuracy should probably be jamming and sub-light speed. This makes clear sense lore-wise and also gives a practical reason to put sensors on war fleets. After all - you cannot shoot at what you cant see/track.<

61 Replies 228,967 Views

I dont understand this. The choices exist already. Ie, lets say I can choose between minimization, range, or cost. I pick minimization, because small is good. Currently, I can either go back and pick range, or continue along and pick up the next tier of weapon. That is a real choice. The opportunity cost of going back and filling in range and cost is that I reach the next tier of weapon just that much more slowly. That decision might come

58 Replies 256,623 Views

I also forgot to mention - you will need farms at some point too. Just remove 1 factory and 1 lab, replace with farms. Generally you want to cluster your buildings next to one another for the bonuses, so plan out where you want your labs, factories and farms to go.

7 Replies 14,398 Views

From there on, you probably want a second and maybe third research world, using the same build order etc. The reason for this is because the one weakness of the above strategy is that every time you gain access to a new building your tech will stop entirely while your world upgrades. If you bring a second or third research world online, then every time you research a building upgrade, upgrade 1 planet first (while manually forcing the other to not upgrade and continue with resea

7 Replies 14,398 Views

Research in the game is too easy. Here's how to ensure you are #1 by a very long way. Its not even close to perfectly efficient, but you will substantially out-research the AI. Turn 1: Check out your homeworld. Go into colony management screen. Set slider to 100% production. Build factories on exactly half of your squares - normally about 5-7 depending on the class of your homeworld. They should pump out at 1 per turn. As you build them, scale back the slider to research,

7 Replies 14,398 Views