Weapon and Defense system base stat analysis.

https://docs.google.com/spreadsheets/d/1rzakUshmG2M7r0_liTbbkKj5JXYX-V6q8mDC3VXfV_I/edit?usp=sharing

 

A friend and I have been rather enjoying GalCiv 3 but we could not find base stats for the weapon systems that were up to date. So we decided to figure them out ourselves. This data was gathered using a custom race with no miniaturization modifications and choosing maintenance and cost reduction each time for specializations. We then calculated the cost reduction out of the value we got based on simple addition and sometimes trial and error against a second save file. 

 

Our conclusions:

1: Doom Rays look OP

2: Photonic Torpedoes may need to be looked at. their balance in that teir seems to be off.

3: Prototype and normal resource cost weapons may be overpowered for their cost (ie: having enough duranthium to make entire fleets with duranthium drivers)

 

(Prototype Elerium beam is roughly = to a phaser pod)

(Prototype Antimatter missile is roughly = to a Photonic Torpedo)

(Prototype Duranthium Driver is roughly = to a Quantum Driver)

(Antimatter Missile is roughly = to a Photon Torpedos)

(Duranthium Driver is roughly = to a Singularity Driver)

 

On the defensive stat front: We were unable to get correct cost values for a few of the high level missile defense. There were not anything near what was displayed.

 

 

If you would like to mess around with the data yourself you should be able to copy the spreadsheet from the viewing link

13,307 views 3 replies
Reply #1 Top

I have no problem with the resource-based weapons being OP.  The problem is the resource distribution.  I'd LOVE to get a fargin game with even resources, to allow myself (and the AI), to have utmost flexibility.  I set Nebulas to Abundant and Asteroids to rare, and there is still a crap load of durantium out there, and just one Elurium in my ZOI once borders are set.

In one of my first few games, I spam mined Durantium and had a full fleet of Durantium.  The enemy lasted only 2 of their own salvos if they were missile boats, 1 if they were beam ships.  And hell, I didnt even have a support ship extending range :)  It felt too gamey (and later I found out AI hardly uses its resources properly), so I didnt do it again.  

Reply #2 Top

Someone went overboard on the Kinetic weapon production cost too it looks like; from being the cheapest weapons to mass-produce and heaviest to being the lightest and most expensive heh.

 

I also agree with Dansiegel; comparative resource frequency is way off, rendering durantium overwhelmingly more prevalent than the other types - this may counteract kinetics being slightly crappy... I dunno, that's an interesting balance thought. Anyway, I had a go at re-balancing resources, it's here: https://forums.galciv3.com/467186/page/1/#3564254 

Reply #3 Top


https://docs.google.com/spreadsheets/d/1rzakUshmG2M7r0_liTbbkKj5JXYX-V6q8mDC3VXfV_I/edit?usp=sharing

 

A friend and I have been rather enjoying GalCiv 3 but we could not find base stats for the weapon systems that were up to date.
End of quote

RickyRio, are you saying that the ship-parts data in the GC3 Wicki is not up to date?  If not, what is wrong with it?