Misc observations

   1)  Wealthy starts with 5500 credits,  WAD?

   2)  Early colony ships (M1) have 4 range, 1 engine, 1 colony, and 1 sensor array.  They are frightfully expensive to build.

   3)  Custom designs will not die!  They keep coming back in later games, even the ones I do not want.

   4)  Are planetary buildings supposed to give 5 or 10 ideology points?

  Good:

   1)  "Mars" no longer gets beenfits of malevolent ideology (+10 production, double shipyard)

   2)  Minors love gobbling up strategic resources and selling them to me.

 Ugly:

   3 anamoly pirates with 72 kinetic attack total.  Ouch.

 

7,281 views 8 replies
Reply #1 Top


   1)  Wealthy starts with 5500 credits,  WAD?
End of quote

 

Are you using a custom faction made before 5.3 or 5.2? If so, it'll have 3000 credits default, and Wealthy adds 2500, giving 5500. Even Copying the custom faction doesn't fix this, you have to make a completely new one.

Reply #2 Top

You are going to have to delete your custom ships from your doc files in My docs/My games/GCIII/designs

Reply #3 Top

Quoting Niedzielan, reply 1


Are you using a custom faction made before 5.3 or 5.2? If so, it'll have 3000 credits default, and Wealthy adds 2500, giving 5500. Even Copying the custom faction doesn't fix this, you have to make a completely new one.

End of Niedzielan's quote

 

   Didn't work, I deleted and remade, now I have 7500 starting credits.  When did they switch from 1000 starting to 5000 starting credits?

Reply #4 Top

Quoting Ex, reply 3


Quoting Niedzielan,




Are you using a custom faction made before 5.3 or 5.2? If so, it'll have 3000 credits default, and Wealthy adds 2500, giving 5500. Even Copying the custom faction doesn't fix this, you have to make a completely new one.



 

   Didn't work, I deleted and remade, now I have 7500 starting credits.  When did they switch from 1000 starting to 5000 starting credits?

End of Ex's quote

 

Beta 5 patch 2 reduced the starting credits to 1000, Beta 5 patch 3 increased them to 5000

The dev stream talked about it a bit, they're just trying things out.

Reply #5 Top


  

   3 anamoly pirates with 72 kinetic attack total.  Ouch.

 
End of quote

 

Yeah, this one hurt. Losing your initial surveyor (which was armed a few patches ago to avoid this) is a kick in the junk. I have noticed the pirate fleets that roam around are appropriately armed, but these seem to require a small fleet to overcome.

Reply #6 Top

Big changes, The high powered anomaly pirates mean you can't auto-survey (can't anyway until they fix the bug), and the need to fleet you surveyor changes your research dynamic, which has a major effect on overall strategy.

Reply #7 Top

I'll admit I don't like the pirates killing me in anomalies. I already have to go down a research train to make more surveyors, they survey pretty slowly early game. I don't think they need to be hunted as well.

Reply #8 Top

Quoting Franco, reply 6

Big changes, The high powered anomaly pirates mean you can't auto-survey (can't anyway until they fix the bug), and the need to fleet you surveyor changes your research dynamic, which has a major effect on overall strategy.
End of Franco's quote

 

Ain't it wonderful!  I have been sending out throwaway survey ships until I can tech up a decently armed survey ship.  That worked okay, though I cursed each unarmed ship loss.  Now, I am running into bigger pirate fleets and they eat my little armed survey ships!  Ack!  I presently have a third version of surveys, nasty big things.  I also have a few decently sized military ships and took out my first pirate shipyard.  Let's see how special these pirates think they are now.  This is fun!

As far as I can tell, the pirates are doing exactly what they should be doing, including being infuriating.  Especially being irritating.  Good job, folk!