Relics and the Ancient race trait.

OK so iv played 4 or 5 games ranging from 150 turns to 400 turns on the two larger maps and the major issue i found revolves around the Ancient race trait and how it effects relics. as of beta 6.1 ascension crystals give 1 base point per level and 5 for 5th level (max 9 points) and any relic taken gives 10% research per level and 50% on 5th level (max 90%). Initially this might not sound so bad, so ill give you some more numbers:

turn 171 i have 58 planets and these relics:

4 culture relics lvl 4: (160%)

3 economy relics lvl 4: (120%)

1 manufacturing relic lvl 4: (40%)

4 Ascension Crystals lvl 4: 16 base points.

 

that's +270%( - 50% from slow research rate) bonus or a (simplified) 3.7 modifier. 16 (base point bonus) x 58 (planets) = 928 x 3.7 (modifier) = 3433.6 research points generated without any buildings or any spending. now since i cant account for planet bonuses/buildings and galactic research rate i simply took a screen shot showing 3927 with no spending (though that does mean my buildings/planet bonuses are only accounting for 12.5% of my research rate lol):

http://puu.sh/hHKbE/fb72ddf5ac.jpg 

Now lets add those buildings and spending:

http://puu.sh/hHIst/9358277e26.jpg

10625 research points per turn on tun 171!!! that's at the slowest research rate. it takes 2 turns for the highest level tech i have available to get done. sounds awesome right? wrong, here is what it does to the game:

http://puu.sh/hHJVi/0e8d712d58.jpg 

my power rating is 971 and the next highest is 174. that power gap is just to large. Now how do i know its the trait and not something else like my own awesomeness? (eheheheh)

i went and decommissioned all my relic star bases that weren't research (which was all of them sadly) and this is what my research rate was afterwards:

http://puu.sh/hHIBS/59b70151df.jpg

1783 was my research rate at max spending without the relic bonuses. now... thinking logically i cant keep my science up at max spending forever, i need to build buildings and ships to expand and keep my territory. not to mention avoid going bankrupt. i imagine(which means this part is hypothetical) the AI keeps it in the center about 33% all sections. so

1783 x .33 = 588  so if in my example game there was a faction as large and developed as mine (there isnt) their research rate should be an average of 588 per turn. MY races research with NO SPENDING was 3927. 3927/588 = 6.68. which means i can maintain max production and expansion and still outpace everyone else in research at 6.68 times the rate. and as i expanded that gap would only grow, which is why i concluded this trait is a major issue.

 

So... because it would be douche like to throw so many numbers around and not offer a solution i spent a while trying to work out a solution that isn't so overpowered but still makes the ancient trait worth getting and here it is:

Ascension crystal bonus: reduce from 1 to .5 base research point per level.

all relic bonus: change 10% research per level to .2 base research point per level.

research relic bonus: keep 10% research per level in addition to .2 base research point per level.

seems small right? lets add those numbers up using my previous example:

4 culture relics lvl 4 = .2(4x4) = 3.2

3 economy relics lvl 4 = .2(4x3) = 2.4

1 manufacturing relic lvl 4 = .2(4x1) = .8

4 ascension crystals lvl 4 = .5(4x4) = 8

over all = 14.4 and with my current set up, no % boosts from research relics. so with no spending or buildings thats 14.4 x 58 = 835.2 so with no spending in research thats still slightly above what the average AI would have. with spending would raise your research rate to noticeably higher levels. and research designated planets would be more effective to get those % boosts from buildings. this keeps it at a significant advantage without it being the game breaking advantage it was before. however i have only played on the 2 largest maps where i can go 250 turns before i'm even close enough to another race for combat, so even small numbers like this make a huge difference. smaller maps may need further testing/theoretical number crunching.

 

OK! that's all i have for relics... ready for the next issue? of course not, but here it is anyway. :p

Sensors... i have noticed this pop in the forums as SONAR ships. they can get pretty ridiculous... how ridiculous? i'm glad you asked.

http://puu.sh/hHMjV/20ad1fe4de.jpg

484.8 sensor range... i'm on the largest map size, and i can see ALL of it. just one of them...hiding in some nondescript star base anywhere i want and i can see every move you make and plan several turns in advance to counter it. information is what wins wars so having good sensor range is an essential thing but THAT much is a "bit" much. so, how can this issue be resolved? There are a few ways iv thought of, but ill admit their half baked compared the relic issue. 

my first idea was to add to reduction effect to stacking sensors. 

1- 100%

2 - 95%

3- 90%

4- 85%

ect ect or 75.61 with no sensor bonus max research (i always have mass reduction)  75 moves is 80 capacity (max tech/max mass reduction) or not much. or i can get 488 moves with max tech on a huge vessel (no armaments though) so... if you cap sensors you have to cap movement or your enemies can simply outmaneuver your vision. (though it is awesome they are so close to each other in max numbers) so i would say something like... each additional engine added past the first reduces the ships max hp by 5%. which if you think about it... a ship filled to the brim with highly combustible/explosion inducing material should be weaker than one with less. with sublight engines its balanced by the fact that higher speeds increases evasion (though it may need tweaking with change) and with FTL engines its balanced by zerg rush ships being weaker in hp, this goes with the all offensive strategy it should come with. (note: carrier hp bonus/negatives should apply to its fighters in this case to avoid abuse)

alternatively you could have mass increase by 5% (maybe 10%) for each additional engine. this makes sense scientifically because the added force would add more strain on the structure of the ship, so the more force your outputting the more space you would need to take to reinforce the hull so it didn't rip into pieces when you engaged FTL

or...we could skip all the headache giving madness and just cap sensor range and movement lol but in this kind of game i'm against walls, id much rather have a cause and effect, this bonus gives this negative.

Well that's all iv got, hope people enjoyed the nice read (actually your eyes are probably bleeding, i'm a terrible person).

7,537 views 10 replies
Reply #1 Top

It sounds like the problem is Ascension Crystals giving research points per level. Probably want to nerf that hard to a flat 1 point per crystal or even better make it another % bonus.

Reply #2 Top
One of the issues here is I think there is a bug in the precouser relic system where it is supposed to top out at +5 instead of the current +9. It has been a long time since I've been able to get a game to the point where it matters (starting over and over again has its disadvantages), but I seem to recall being able to build the +4 resource extraction module and the +5 one at the same time. I strongly suspect the +5 is supposed to require the +4 as a prerequisite and override it like almost all of the other starbase modules,
Reply #3 Top

Quoting tungchiawah, reply 1

It sounds like the problem is Ascension Crystals giving research points per level. Probably want to nerf that hard to a flat 1 point per crystal or even better make it another % bonus.
End of tungchiawah's quote

 

i agree and dont agree. the bonuses themselves are simply to high, but one thing to watch for is that you dont mix the types of buff. (i know i left research relic as keeping % but thats to keep to par with standard relic buff everyone gets) if you have all % and some base points it adds up really fast with no money spent in research. if you all base points and only a little % you need to at least have planets specialized or those base points dont account for to much.

 

Quoting BuckGodot, reply 2

One of the issues here is I think there is a bug in the precouser relic system where it is supposed to top out at +5 instead of the current +9. It has been a long time since I've been able to get a game to the point where it matters (starting over and over again has its disadvantages), but I seem to recall being able to build the +4 resource extraction module and the +5 one at the same time. I strongly suspect the +5 is supposed to require the +4 as a prerequisite and override it like almost all of the other starbase modules,
End of BuckGodot's quote

 

Im sure your right on that, that the +5 on final upgrade not being applied right, thats why all my math and examples stayed at the +4 upgrades xD good call though, the math for +9 is....urg...

4 culture relics lvl 4: (360%)

3 economy relics lvl 4: (270%)

1 manufacturing relic lvl 4: (90%)

4 Ascension Crystals lvl 4: 36 base points.

360+270+90-50(research rate) = 670% or 7.7 modifier

58(planets) x 36(base) = 2088 x 7.7 = 16077 research per turn with no buildings or money lol just from the trait... but again thats with that final upgrade not replacing previous.

(i would have reached that tech by about turn 215, upgraded them all by 220) so if people have a reference of their research rate that far in without the trait it would be giggle inducing.

Reply #4 Top

I built 1 sensor buoy @ 30+ in my current immense map game. I could have built more but 1 is enough for me. I didn't know those crystals were so great. I'll have to start going after those bad boys. Are they any good if you don't play ancient? I doubt I'll gather up as many as you. It all sounds way too intense for me. Someone told me they put 14-15 star bases around one planet. Sweet Jesus, what is that all about? 

I play on fast research because I am impatient.

They can and may cut back on some of the things in your research paper, but how many people will take advantage of the exploits you have uncovered? I figure about 1 in 10,000 players play that kind of game.

Still, it isn't really fair for things like this to exist and spoil the game for those who play on the highest level and beat the AI like a rented mule without even breaking a sweat. I'm in awe. :)

Reply #5 Top

I tend to play insane map size with very slow research rate and game pacing.  I try to play on the harder difficulties.  I just can't cope w/ suicidal difficulty (yet? EVER? ... the bad guys just expand so darn fast). But, I have certainly found that on challenging, an ancient/patriotic custom race makes it easier.  In fact, it is not challenging if you get a good start away from the other majors (just the way my play style works).  But, on a small map, these abilities would suck.  It is really all relative to the map you are playing on (and the luck of your start which is just huge).

I am trying tough next (or maybe suicidal with the AIs bumped down to tough?).

Reply #6 Top

Yeah, I've experienced the exact same thing. The ancient trait is by far the best of all the options, assuming you have a decent number of relics and crystals.

Although, you only generate 1800 RP naturally? At turn 150? That seems really low! Build some more research worlds :)

Reply #7 Top

Quoting adamb1011, reply 6

Yeah, I've experienced the exact same thing. The ancient trait is by far the best of all the options, assuming you have a decent number of relics and crystals.

Although, you only generate 1800 RP naturally? At turn 150? That seems really low! Build some more research worlds :)
End of adamb1011's quote

 

true my research rate (without relics) was probably low, i only had 2 or 3 research dedicated planets, and hadnt bothered to put any of my research into improving research lol i simply didnt need to. i went all industry, and thats why i had 58 planets while the #2 had 22 planets. ^_^ though if your used to normal research rate (+25%) than my research rate would have been 3200 ish. my math is sketchy cuz im lazy today.

 

Quoting rrcottin, reply 5

I tend to play insane map size with very slow research rate and game pacing.  I try to play on the harder difficulties.  I just can't cope w/ suicidal difficulty (yet? EVER? ... the bad guys just expand so darn fast). But, I have certainly found that on challenging, an ancient/patriotic custom race makes it easier.  In fact, it is not challenging if you get a good start away from the other majors (just the way my play style works).  But, on a small map, these abilities would suck.  It is really all relative to the map you are playing on (and the luck of your start which is just huge).

I am trying tough next (or maybe suicidal with the AIs bumped down to tough?).
End of rrcottin's quote

i was curious on how my proposed changes would effect the smaller maps, if you can only get your hands on 1 or 2 relics its not nearly as dramatic a change, and the spacing between players means they have strategic value (you can actually fight over them). on the large map size i had all those relics and was still about 50 hex's from the nearest player (who had 6 planets and 1 starbase easy pickings) so having that much space to build up and expand makes having those relic buffs with trait as they are insane. each map might need its own points tailored for it.

 

Quoting Franco, reply 4

I built 1 sensor buoy @ 30+ in my current immense map game. I could have built more but 1 is enough for me. I didn't know those crystals were so great. I'll have to start going after those bad boys. Are they any good if you don't play ancient? I doubt I'll gather up as many as you. It all sounds way too intense for me. Someone told me they put 14-15 star bases around one planet. Sweet Jesus, what is that all about? 

I play on fast research because I am impatient.

They can and may cut back on some of the things in your research paper, but how many people will take advantage of the exploits you have uncovered? I figure about 1 in 10,000 players play that kind of game.

Still, it isn't really fair for things like this to exist and spoil the game for those who play on the highest level and beat the AI like a rented mule without even breaking a sweat. I'm in awe. :)
End of Franco's quote

bwahahha "research paper" that made me giggle. anyway, this is always the kinda game i play. i want the game to last weeks, to the point where iv either finally emerged victorious or my computer can no longer handle the strain of whats going on lol. its why i was so exicted gal civ 3 went 64bit. more map space! more stuff! lol

with the starbases if you have the AOI research maxed (though i dont think the YOR tech tree has this) you easily get 9 starbases around a planet. i havent really tested it much as i like having grids of starbases with the movement buff/debuff,so i can control enemy movement in my territory. not that iv needed it thus far -_-'

Reply #8 Top

Quoting tralken, reply 7


Quoting adamb1011,

Yeah, I've experienced the exact same thing. The ancient trait is by far the best of all the options, assuming you have a decent number of relics and crystals.

Although, you only generate 1800 RP naturally? At turn 150? That seems really low! Build some more research worlds :)



 

true my research rate (without relics) was probably low, i only had 2 or 3 research dedicated planets, and hadnt bothered to put any of my research into improving research lol i simply didnt need to. i went all industry, and thats why i had 58 planets while the #2 had 22 planets. ^_^ though if your used to normal research rate (+25%) than my research rate would have been 3200 ish. my math is sketchy cuz im lazy today.

 


Quoting rrcottin,

I tend to play insane map size with very slow research rate and game pacing.  I try to play on the harder difficulties.  I just can't cope w/ suicidal difficulty (yet? EVER? ... the bad guys just expand so darn fast). But, I have certainly found that on challenging, an ancient/patriotic custom race makes it easier.  In fact, it is not challenging if you get a good start away from the other majors (just the way my play style works).  But, on a small map, these abilities would suck.  It is really all relative to the map you are playing on (and the luck of your start which is just huge).

I am trying tough next (or maybe suicidal with the AIs bumped down to tough?).



i was curious on how my proposed changes would effect the smaller maps, if you can only get your hands on 1 or 2 relics its not nearly as dramatic a change, and the spacing between players means they have strategic value (you can actually fight over them). on the large map size i had all those relics and was still about 50 hex's from the nearest player (who had 6 planets and 1 starbase easy pickings) so having that much space to build up and expand makes having those relic buffs with trait as they are insane. each map might need its own points tailored for it.

 

Quoting Franco fx,

I built 1 sensor buoy @ 30+ in my current immense map game. I could have built more but 1 is enough for me. I didn't know those crystals were so great. I'll have to start going after those bad boys. Are they any good if you don't play ancient? I doubt I'll gather up as many as you. It all sounds way too intense for me. Someone told me they put 14-15 star bases around one planet. Sweet Jesus, what is that all about? 

I play on fast research because I am impatient.

They can and may cut back on some of the things in your research paper, but how many people will take advantage of the exploits you have uncovered? I figure about 1 in 10,000 players play that kind of game.

Still, it isn't really fair for things like this to exist and spoil the game for those who play on the highest level and beat the AI like a rented mule without even breaking a sweat. I'm in awe. :)



bwahahha "research paper" that made me giggle. anyway, this is always the kinda game i play. i want the game to last weeks, to the point where iv either finally emerged victorious or my computer can no longer handle the strain of whats going on lol. its why i was so exicted gal civ 3 went 64bit. more map space! more stuff! lol

with the starbases if you have the AOI research maxed (though i dont think the YOR tech tree has this) you easily get 9 starbases around a planet. i havent really tested it much as i like having grids of starbases with the movement buff/debuff,so i can control enemy movement in my territory. not that iv needed it thus far -_- '

End of tralken's quote

 

Thanks to another`s post I am able to get 12 starbases around one planet!

 

 

Reply #9 Top

Will, I tried an insane map on suicidal with the AIs bumped down to tough.  I got a start away from everyone else and they were no issue at all.  They are not all dead (only turn 150) but, their days are numbered.  An Ancient/Patriotic race is just unstoppable once they get going on a big map.

Reply #10 Top

i did find that if i gave all my morale research away to every race it made things more challenging. the AI seems to prioritize military research and expansion to the point of stunting their own growth by having all their planets with 0 morale.

I have started to play games without the ancient trait, and took out all races that had it from the game, and it was much more enjoyable. i had about 400 power turn 150 compared to the ancient 1000. next highest was the krynn at 320. MUCH more balanced and fun to play.