janhardo janhardo

No direction in playing

No direction in playing

I played the game for hours, but found that i don't  get a ida what ships are gonne be build, possible with the research
The menu's of the ships are one long list and the same for the building on the planets..no filtering
No help for the possible building goals on a planet
The research tree is a endless tree to choose from and i get no direction there what i am after for ..sayfor example  building a assualt ship

It feels all ..aimless with the sparsemanimenu and also the shipdesigner is minimal as it seems
A userunfriendly experience.. iam hoping that it will be improved in the future updates

Makes that i am not forelooking to play again a new game...a poor experience

 

 

 

 

413,520 views 160 replies
Reply #101 Top

I di d now for every sponsorplanet one shipyard ... 13colonies, so it is better to have 5 sponsorplanets from the homeplanet and the rest one sponsorplent, but there are four unsponsered, so you ned first to find a new planet for sponsoring

Reply #102 Top

Under what conditions is linear growth faster than exponential growth? Under what conditions is exponential growth faster than linear growth? 

Reply #103 Top

Has a exponential growth a growingfactor g  between  0 and 1  ( 0>g>1 ) then a lineair grow will grow faster then this exponential grow 
Has a exponential growth a growingfactor g  greater than 1  ( g> 1 ) then a lineair grow will grow slower then this exponential grow 

Is this a answer what can tribute in developing the colony rush in GC3 ? ..because it is loosly formulated

Reply #104 Top


Has a exponential growth a growingfactor g  between  0 and 1  ( 0>g>1 ) then a lineair grow will grow faster then this exponential grow 
Has a exponential growth a growingfactor g  greater than 1  ( g> 1 ) then a lineair grow will grow slower then this exponential grow 

Is this a answer what can tribute in developing the colony rush in GC3 ? ..because it is loosly formulated

Reply #105 Top

By pure math it can be confirmed.

Reply #106 Top

or by drawing the two graphs for different parameters

Reply #107 Top

We are talking now on population grow for GC3 ?

Reply #108 Top

empty 

Reply #109 Top

empty

Reply #110 Top

I am sorry for the mess ..i am battling with this forum system

Reply #111 Top

Quoting janhardo, reply 104


Has a exponential growth a growingfactor g  between  0 and 1  ( 0>g>1 ) then a lineair grow will grow faster then this exponential grow 
Has a exponential growth a growingfactor g  greater than 1  ( g> 1 ) then a lineair grow will grow slower then this exponential grow 

Is this a answer what can tribute in developing the colony rush in GC3 ? ..because it is loosly formulated


End of janhardo's quote

That's false.  Exponential growth is only good if you have a lot of time or amount. 

In other words, a person with 6 colony ships by turn 6 will have 30 colonies by turn 30 easily, whereas a person who only manages 2 colony ships by that amount of time will only have 10-12 colonies.  

Reply #112 Top

So figure out a way to get 6 colony ships by turn 6.

Reply #113 Top

Quoting marigoldran, reply 111

That's false.  Exponential growth is only good if you have a lot of time or amount. 
End of marigoldran's quote

Well , given here that t (time ) goes from 0 to infinity ( x-axis )
Yes, it needs some time that the exponential grow gets a bigger y- value then  a lineair grow on the same time t  
There is at least one colony ship at the start,it can go colonizing on t = 0 ...what can i do on t = 0 to get a colony ship on t = 1 ? 

Reply #114 Top

It seems that i do have now 8 colony ships on turn 6 !, but with 2 planets ( i forget homeworld 3 )
Still complicated..with upgrading or choosing the right coloniser to go to the nearest planet and keep on building colonisers

With default coloniser M1 ( 4 lifesuppport ) i get a area of 15 stars , but perhaps there are double stars, t eget 30 planets here is impossible, so the range of the coloniser must be extended.
 
 

Reply #115 Top

Change map settings to huge, abundant suns/abundant planets/abundant habitable planets.  

Reply #116 Top

Thanks

I will try that out ..and now with the required number of colonisers, i look how this works out  :thumbsup:  

Reply #117 Top

I am curious what makes youthink that there is a exponential grow of a quantity involved? 
Although i can get at least in 6 turns... 6 colonizers...i have played, but get 5 colonies in 15 turns..so something goes wrong here..i spend too much money..i could not upgrade my colonizers anymore and they become useless.

 

Reply #118 Top

Either this is the most dedicated troll thread in history, or the language barrier is too great.

Reply #119 Top

No , that is not the case here a troll or language barriere.. i don't understand how you came on this?..  give some seroius attention to understand how to expand with colonies as fast as possible

Can't say for marigoldran, but take him serious.. 

Reply #120 Top

Quoting janhardo, reply 117

I am curious what makes youthink that there is a exponential grow of a quantity involved? 
Although i can get at least in 6 turns... 6 colonizers...i have played, but get 5 colonies in 15 turns..so something goes wrong here..i spend too much money..i could not upgrade my colonizers anymore and they become useless.

 
End of janhardo's quote

It depends on the map.  Re-roll the map a couple of times until you get the right ones.  

Or get Naselus's Insane/Abundant mod, and play on Insane map size with abundant/abundant.

If your computer can't do that, use Huge Map with Tight Clusters Abundant/Abundant and re-roll the map if your starting position isn't in the middle of the map surrounded by lots of nearby stars.  

Now that you have a general idea, you can fine tune the strategy.

I personally don't think Janhardo is trolling in large part because I've meant many MANY people in real life who are untalented at strategical thinking.  Could be wrong, but even if he was he's doing a good enough job that it should be rewarded.  

Reply #121 Top

You are showing considerably more patience than I would have expected or would have been able to offer.  On behalf of janhardo and all those with serious 4X challenges, thanks.

I still don't agree with your advice.  It is a bit too one dimensional for my approach, but that is a totally different discussion.  It is keeping janhardo going and that is the true point.

Reply #122 Top

Thanks for the further advice marigoldran

Yes , be patiencely is from both sides needed...and the language barrier is also a obstacle for me...expressing myself is limited.
One dimensional you mean only focussing on rush colonize and build up a militairy power ..please elaborate .. must i play another additional strategy style ?

I am still puzzling how to get in 30 turns..30 colonies...so i am not at the right colony rush level yet. 

 

 

 

 

 

Reply #123 Top

The OP makes a valid point, and subsequent posts by anyone espousing their favourite strategy will not change things.

The Game has evolved hugely since GalCiv1, and set to do so even more as various parts of GalCiv3 make their first appearance in future builds. There needs to be a concerted effort to meet the OP's basic - very valid - point, if Stardock are to widen the ownership of the game still further. This is beyond trivial discussion about inexperienced players, "Silver Bullet" strategies et al - even further beyond nonsense put forward in ill disguised attempts at some showing their own "abilities" at the game.

I remain a big fan of Stardock and GalCiv3 - a huge one. However I am an increasingly worried one, because the built in flexibility and complexity of the game, is in great danger of becoming an impossible road block for Brand New Players to overcome.

Be carefull Brad ..... your Team's obvious skills in building this Brilliant Game are in danger of swamping it with so much choice and flexibility, Newbie Players will be swamped as though wading through a morass of options and strategies, it will be like a newcomer coming to London trying to workout what the hell the London Underground map actually is. The latter is surmountable ...... GalCiv is in danger of not being so for genuine newbies.

It would be sad if GalCiv Long Term foundered on the back of its own brilliance ......

Reply #124 Top

Quoting janhardo, reply 122



One dimensional you mean only focussing on rush colonize and build up a militairy power ..please elaborate .. must i play another additional strategy style ?
 
End of janhardo's quote

 

Marigoldran adjusts the map settings to his strategy.  I play different map settings from game to game.  Although early colonizing is always a good idea, a full out colony rush may not be appropriate for all maps.  While I am doing early colony rushing, I am also claiming relics.  (I like relics a lot.)  I am possibly claiming generous clusters of resources.  I am looking for neighbors, who will often be too close for the strategy of 30 colonies in 30 turns.  I am looking at which planets will specialize in which ways.  If there are lots of pirates, the colonization stage can get dangerous and you need to adjust to that.  So, I am doing all of these things at once. 

Others would tell you I am not playing the most efficient way.  So, I won't try to tell you what to do.  Also, I think the fun of the game is trying things and making mistakes.  So, if I am trying to tell you how to have fun, that is the best advice I can give, try things that are fun.

Marigoldran is coaching you through one particular situation.  If you become comfortable with that, then explore anything else that makes sense to you.  After a while, you will come back here and show us new ways to do things we never thought of.  There are ways to play faster or more efficient or against a greater difficulty, but there is truly no way to play it wrong.  I know.  I keep trying and I keep having fun instead.

Reply #125 Top

After wading through five pages of commentary I have gained enlightenment.

@Janhardo

As Darkscis mentioned every strategy has its own specific requirements to succeed. The expansion strategy Marigoldran is trying to explain means you want to be what I call a hyper-expansion race. So in the race design you want to select those traits, skills and talents that improve population growth (on which  production/research/economic numbers are based). Expansion traits that increase speed, the amount you can fit into a ship, free stuff (like docks) and things of that nature are important considerations. You can take a reduction in some areas to get extra points to beef up the ones you need so you aren't limited to just 5 points. Marigoldran goes farther by selecting everything about planets to abundant which means more stars with more planets with a higher percentage being habitable. That gives you a lot more potential colonies before you bump into a neighbor. And setting the number of competing races low gives you even more space.

Lastly (finally, yeah, I know) he restarts the game until he has a universe that puts him in an advantageous starting position. Many do that from time to time. Then he uses what some call "exploits" to gain every slight advantage he can over the few AI in a huge, very roomy galaxy.

Nothing personal Marigoldran, but you don't seem to be very good at teaching. But that's okay, I know a number of otherwise intelligent people who don't possess that particular talent. You list a set of parameters for your strategy (rules?) that even when followed to the letter didn't work for someone else; you imply a lack of ability on your student's part -- and then, after four pages of back and forth you begin explaining things like the race selections, tech tree, galaxy parameters and any number of other things you left out of the "rules."

Janhardo has tried to reach the benchmarks you set and failed, in spite of following the rules you laid out, because he didn't set up his race and galaxy to be able to succeed using information you didn't provide or even hint at until others mentioned some of the things you set up to play. And even then you grudgingly impart them with an attitude again implying it is the fault of a new player to the game that they don't understand all the interconnected elements that make your strategy work.