One last thing - as it stands right now resources are pretty insane - particularly the value the AI places on them. AI will trade a resource for a low-level tech, which is crazy. I usually just go and trade away half my early-game tech with the AI just to bag all the earlygame resources, which leave you with huge bonuses across the board. At the very least, the AI needs to value resources far more. That said... The resource trading probably needs to be implemented civ-5 style
adamb1011
Sorry, to be clear: "building (roughly) 50% factories + 50% research/wealth buildings on basically any planet over class 12 and then building research/wealth project " I guess I just find it stupid that the "jack of all trades master of none" strategy is the best at each point in the game. Its best early, because early on factories are essential to expansion and building other tiles quickly, so you need them anyways. So you fill
This is broadly good news - a few suggestions though: You mentioned that there is a tradeoff between stable/smooth performance, AI, map size, etc, for a given PC. Let players make that tradeoff... Allow players to choose if the AI cheats - almost as a performance setting. In a similar way to the way we currently configure graphics settings based on what card we have, allow players to configure the AI based on their PC. Literally just add a new section in the game setup window,
I don't know if they fixed this yet, but you also need to save the game beffor the ships to save
I think your idea sounds much more balanced. The t1 option restricts most abuse. I would change it slightly to "For 35 turns, no UP member - including you - may send a military ship or constructor across your borders. Your borders may not culturally expand during this period". The tier 4 sounds reasonably balanced.
Larsenex I broadly agree - it makes sense to have a neutral trait that prevents war. The problem right now is that because it is t1, it is way too easy for non neutral players to access. Furthermore, it can become abusive late game. I like the idea of being able to declare war with some severe diplomatic penalty. Like say, being thrown out of the UP and all races of neutral and opposite ideology to you declare war. Or something similar
I just think limiting it to early game will prevent 90% of the abuse which typically occurs mid to late game. For example, culture pushes like that described would be quite hard to do in the first 100 turns - or at least nowhere near as effective. But at say, turn 100 or so, picking up 100 turns of midgame immunity could be really brutal. It also needs to be an investment. For example, even if limited to the first 100 turns, if it is a tier 1 pick
I mean. I don't mind it's existence. It is just so powerful that I feel like you should be forced to make an early game sacrifice to get it. Which right now just isn't the case
The issue is that you can play a completely military free strategy rushing benevolent to get an early tech, industry and colony lead. Then at an appropriate time, roughly 50 turns or slightly after, you simply make 1 pragmatic choice then buy yourself an extra 100 turns to massively extend that lead. It completely negates early rushing without any significant investment in the tree at all. I also think the effect should be disabled late game. Ie, if you are pushing for
I just think this needs to be at level 3 or so in the tree. The fact it is level 1 right now just means it is far too easy to reach for anybody. It should renquire a substantial investment in pragmatic. Also, it should probaby be "can't be attacked for the first 100 turns". Or similar. With those 2 changes it would probably be very balanced and also not too annoying for the player.
I actually really like that idea. Rename the hyperion shrinker to hyperion shipyard. Then, rather than provide miniaturisation, let it build a class of ship beyond huge.
The problem is that in endgame 5 star bases alone is enough to hit the roughly 300% threshold where a diversified planet is better than a non diversified planet.
Putting 5 out is really easy pre range extend tech. Just pick the planet you want to focus on in a system and go for your life. Worst case scenario you get 4. Once you have range extension, 12 can be achieved
Thing is Stanley, I dont see why it has to be that way. The team at Stardock is generally really innovative, and so I'm hoping they can sort this kind of thing out. Especially given the awesomeness of immense and 64 bit. Not much you can do about your computer though.
Yeah Gilmoy. My equation was very simplified to just show the presence of a square term without getting into massive detail You are also right in that the actual solution is not 50/50 - its about making sure the total +manf = total +rp (or close as possible). Then there's the food (c) to factor in... I love optimisation problems! And yep, thats before adjacency etc. But the key is that im worried the square term will overwhelm the nuances. I personally just think it should
Uh, that should be: c*(1+ab/2+f)/2*(1+ab/2+f) = c(1+ab/2+f)^2/2 Doesnt change the conclusion though.
Its worth noting too that simply increasing the bonuses from buildings is not going to help. If a is the number of specialised tiles available, b is the bonus from specialisation improvement (ie factory/lab) and c some constant representing your food, and f is some number representing other bonuses such as starbases, tech bonuses, etc. then a simplified equation for a specialised planet takes the basic form of: c*(1+ab+f) While, a planet split 50/50 and running research projec
This is made even worse when farms are taken into account too. Farms + lategame is already broken - there reaches a point where its better to just farm up then specialise, which makes literally no sense. I think the economy fundamentally just needs a retune / rework. One simple way to do this would be to let factory/lab/market bonuses compound multiplicatively with themselves and other improvements, rather than additively. All other bonuses are added additively at the end. This would
With benevolent ideology + research, a quality 14 planet gets 19 use able hexes. I will go and do the math again, but I'm fairly sure the two strategies break even fairly quickly - and the effects just get amplified further as you add additional bonuses such as star bases, which give you free tech and production which disproportionately benefit the diversification strategy. In fact, given star bases are inherently diversified, I'm fairly sure the problem i
So the stardock rep confirmed they want a diversified planet to be many times better than a specialised planet at its own game? That makes literally no sense and will screw up the economy of the game. I hope they come to their senses about this. There should always be a concious choice based on risk/reward for specialisation vs generalisation. Ie, creating too many research or money specialised planets and getting a tech advantage should lea
Ah cool thanks for the link. From what I understood from the star dock poster there, they do view it as a bug. The key issue is that the bonus gets added on as base (gross), when to be balanced it should be added as net. Otherwise you get a compounded exponential effect that completely negates the benefits of specialising and screws over game balance for the aforementioned reason.
Also, to be specific, to build the ultimate research world currently, the best way is to build your buildings such that your bonuses even out between production and tech, pump the slider all the way towards construction, then build research project?
I mean, that would seem inherently broken to me. A research specialised world losing substantially to a diversified world just seems wrong - because in the event of an emergency the diversified world can easily start pumping out military units instantly. While the specialised world would spend many turns retooling
I did a little analysis based on my understanding of the way the gc3 economy system works as described in the economy 101 post. Based on a planet with 40 pop and 18 available hexes (no capital to simplify things) - and with only a choice of factories or labs that give a 50% bonus... It appears that the best way to build a research specialised planet currentoy is to split hexs evenly between factories and labs (9 each), set the slider all the way to production (0% resear
Galciv 3, latest beta patch. How has it been addressed? To qualify - by auto upgrade, I don't mean auto queue an upgrade. I mean instantly upgrade all your buildings to the latest tech standard upon successfully researching the required tech. With no investment of production or time required. this would obviously need to be balanced by increasing build times and costs for the initial building. As it stands, I can buy my first fac