2.6 Aquatic world bug? + some other things

First of all, hi everyone. First post on the forums from an old GC 1 player. I bought GC3 right before 2.5 update, so it seems that the game is changing at a ridiculous pace :). Anyway, couple of things that seem like a bug or an oversight:

- Aquatic worls give bonuses to production and morale, no matter what civ I play (shouldn't it be like that for Torians or other watery guys?). It makes aquatic colonization focus useless technology (i think it may even cancel production bonus) and it feels strange.

- Drengin work camp - it's a 20 construction point spammable improvement that puts your planets into overdrive right from the start. Plus all the other improvements down the tech path seem weaker. Maybe it should be just 1 per planet/per player?

- Cities are much stronger than megalopolis - shouldn't it be the other way around? So the +% comes from megalopolis.

- Colony bank (or similar, the one you almost never build, available from the beginning) is useless now, and the description doesn't match the effect.

There's also a lot to say about balancing and tweaking many, many aspects of the game but every third topic on the forum is about that so i won't post here.

Almost forgot - movement question: i usually play on genius, and on crowded maps I sometimes meet other colony ships with 6 movement before T10. They are from non-fast civs, so i have no idea where is it coming from. I guess AI bonus, but in what form - capacity or just flat + to movement? I found AI bonus lists, but they didn't mention speed bonuses (or i'm blind)

14,696 views 4 replies
Reply #1 Top

I've been speaking to a developer about the work camps, and I think a fix is in the works, at least to make the upgraded improvements rational.

Reply #2 Top

 IIRC. Aquatic worlds have a -50% Raw Production penalty.  Otherwise function as normal.

There are no Torians in the base game.  They come in the (Mercenaries?) DLC.

I build Colonial Banks all over the place. But then, I'm not playing 2.6.

 

 

Reply #3 Top

- drengin work camp - yes a balance is in place to make the first level of this not as powerful, but other than that Spam away! Although, other improvements go with different playstyle, and your population is important!

-cities you can spam if you wanted, but metros are a 1 per planet, and the adjacency bonuses do count if you get good placement!

-colony bank - I'll go look at it if it needs some adjustment

- higher difficulties give the AI some big bonuses!

@DMF - I'm the same way about the iPhone headset jack.

Reply #4 Top

Quoting Publius, reply 1

I've been speaking to a developer about the work camps, and I think a fix is in the works, at least to make the upgraded improvements rational.
End of Publius's quote

Quoting rrfarmer2000, reply 3

- drengin work camp - yes a balance is in place to make the first level of this not as powerful, but other than that Spam away! Although, other improvements go with different playstyle, and your population is important!


End of rrfarmer2000's quote

ok, that's great!

Quoting DMF, reply 2

 IIRC. Aquatic worlds have a -50% Raw Production penalty.  Otherwise function as normal.

End of DMF's quote

yup, it's supposed to be like this. I vaguely remember that it happened after one game i played as torians, and the bonus just stayed for everybody. I cannot colonise these planets as carbon-based right away, but it shows the bonus and later it actually works, giving me raw production etc.

Quoting rrfarmer2000, reply 3


-cities you can spam if you wanted, but metros are a 1 per planet, and the adjacency bonuses do count if you get good placement!


End of rrfarmer2000's quote

that's true, but for a properly situated city (so let's say a +10 adjastency) it doubles your population, whereas a metropolis would give just one pop more.

Thanks for answers!