Ship production is essentially 'free' now. You don't have to choose between Social production and Ship production...you get both simultaneously. So IMO, every shipyard should have maxed out sponsors which in turn drives the production turns way down.
Uncle_Joe
I made a similar thread a week or so ago and I think most people agreed that population is clearly much more marginal now. They have increased the capacity of cities from 8 to 16 in the beta patch so that will cut down on the amount of cities needed to hit a significant pop (and hence save farm land too). About the only issue left is Morale and I'm sure that something will be in the works now to compensate. On the plus side for Population now, you get that full Raw Production applied
[quote who="Alstein" reply="17" id="3678155"] My opinions on the journal: 1) Folks don't understand what type 0/1/2/3/4 bugs are. That needs to be explained. [/quote] From my days in the gaming industry as a QA Manager, we used a similar bug categorization (A through D). A = 'Showstopper'....repeated crash, unable to use a major feature in the game etc B = Major Bug - occasional crash (usually requiring some odd reproduction
OK thanks. Well at least that somewhat helps mitigate the reduced Raw Production from Pop because it's simultaneously being used for 4 functions (Social Construction, Ship Construction, Research, and Income). So I guess having a world with 4 pop produces a total of 8 'points' whereas going to 9 produces 12 and going to 16 pop nets 16 total. The diminishing returns are obviously there, but still significant if weighed over the whole of your economy. On the other hand, it's harder
As the subject says, is there any reason not to just hook every planet up to the closest shipyard (regardless of the amount of 'loss' due to distance). It doesn't look like Ship Production comes out of your Civilian constructions so it appears to just be 'free' at this point?
[quote who="pshaw" reply="4" id="3677486"] Quoting Uncle_Joe, reply 1 Did the map size changes from the beta make it into the final (other than the Ludicrous size)? No. They aren't ready and we want to get these other fixes out to you. [/quote] Ok thanks. Will I still be abl
Did the map size changes from the beta make it into the final (other than the Ludicrous size)?
[quote who="Ynglaur" reply="31" id="3676960"] If citizens are consumable, is there an unlimited number of them? I.e. Do you gain one every 10 turns forever? [/quote] There is a limit to how many can have 'x' job in the government though. So for Admins for example, I believe there are only 10 slots. So once those slots are filled, you can't assign any more admins leading a semi-limit of 40 admin points from Citizens.
So I'm on my 3rd (real) game since Crusade (first with 2.13) and I’m starting to notice that I’m really not that concerned about Population as much anymore. <span
[quote who="keet11" reply="21" id="3676552"] Is it a bug that legions are put right back on board a transport after taking a planet? Does the player NOT have the choice to choose whether to garrison them or continue invading? [/quote] In my last game, the planet was re-taken while the transports were still in orbit. Presumably, they were destroyed. But my legion counted still listed 8 as 'Transport', but the transports were gone. No idea how that is supposed to wo
Doesn't one the Malevolent perks help in negotiations with Minors? If so, wouldn't that be sort of worthless now? :)
So does that mean that the 1st one is 10 turns and each one after that is .2 more? or 20% (so 12, then 14 then 17 etc)?
I have played two games now (in addition to a few aborted attempts on medium maps and large maps with default opponents which were entirely too cramped). Some mechanics I have figured out but others are still a mystery. I have NO IDEA what a lot of the resources are for and there always seems to be some that I never have and can't find any to trade for. Even many of the basic concepts aren't all that clear (what determines Raw Production (ratio of pop? anything else?), h
Just tried again after the hotfix. Same basic thing....Medium map, reduced the number of AIs by (from 9 to 7) and still only managed to get one colony (Mars...) before everything filled up. This is with everything else on default (so 'Common' for star frequency and habitable planets etc). Just not sure why it's even vaguely desirable to play on cramped maps like this. Will try again on Large later but if the density of AIs to map size remains consistent, I'm not hopeful. <p
[quote who="VladelMC" reply="54" id="3675960"] Built a starbase and can't uprade it by ordering constuctors or even taking one to the base. [/quote] Constructors are no longer needed to upgrade starbases...only for the initial build.
[quote who="VladelMC" reply="25" id="3675950"] I was literally playing yesterday and since crusade was installed, the maps have been ruined. [/quote] I haven't had a chance to play since the hotfix. Is it still that bad?
[quote who="pshaw" reply="23" id="3675918"] Quoting Badbonez, reply 19 When the map changes were originally made in 2.0 there were long threads of comments dissatisfied with the new sizes. Stardock changed the largest map sizes back to default but wouldn't touch the rest. Yet, I just downloaded the
[quote who="Badbonez" reply="19" id="3675900"] When the map changes were originally made in 2.0 there were long threads of comments dissatisfied with the new sizes. Stardock changed the largest map sizes back to default but wouldn't touch the rest. Yet, I just downloaded the update and it appears that a Large galaxy has about 30 systems and recommends 16 opponents. Really? 2 star systems per empire? I know you can remove players, but the def
Map size in current release is dreadful, especially given the number of 'recommended' AIs. For a 'Normal' map, I had an AI homeworld 10 tiles or so from my start. I am using the 'Sol' system and 'Mars' was colonized by someone else before I could even build a Shipyard. It feels severely claustrophobic.
Does tech cost scale with map size? I ask because my games on Medium maps are often over before the advent of Large ships! lol. On the new cramped maps, it's much harder to get massive amount of Research early in the game (it's not uncommon to have only 3-5 'real' planets until you go to war). I already find the tech costs for the mid-game techs to be stifling. In my current (Medium) game, I own the majority of the map now (eliminated 2 AIs and 2 more are rump states)
Hi thanks for the update. Restored some additional maps sizes Can you provide any more detail on this? Are 'Medium' maps back to their pre-1.9 value or do I still have to play Large or greater in order to not have to deal with the new 'crunched' gameplay?
I think you have to check 'Enable Mods' in the Game Settings too.
[quote who="Frogboy" reply="8" id="3661584"] I made the maps smaller but with more stuff because I preferred it that way. But I am okay making the larger maps back to the way they were. But medium and lower are going to go with the way I like it. [/quote] I posted something similar in one of the many 1.9 threads but it just doesn't seem like there is 'more stuff' on the 1.9 maps (medium). The number of habitable planets you can get seems si
Do we know if the tech costs scale with map size? Does anything else scale?
[quote]First off MP was very unstable at launch which turned people away from MP, it has gotten better but, haven't tried more than 2 player MP in a long time, that is were most of the stability issues were with 3 or 4 players. [/quote] This is pretty much exactly what happened to my group. Three of us bought the game with the intention of playing MP but it didn't work and we couldn't use mods (which at the time were typically better than the base gamep