[quote who="rspiccaver" reply="43" id="3565127"] I didn't mean to suggest your way is wrong... I was just trying to illustrate how keeping morale high is a valid technique and is not "worthless".[/quote] Oh, I know - but debate is a matter of point and counter-point :) I've noted that there are some fringe examples of where approval buildings are decent; the real point is that they become worthless when confronted with LEP. When one has to have a dedicated
naselus
[quote who="Larsenex" reply="34" id="3565082"] I find it amusing that the same ones wanting to change LEP are the same ones against Sensor stacking and Carriers. [/quote] I wouldn't say that - not least because most of the guys arguing against LEP are in favour of Sensor Stacking (since they play on vast maps that need it). And anyone in their right mind can see that all three of these mechanics are problematic, anyway: * Carriers pr
[quote who="rspiccaver" reply="36" id="3565014"] Naselus, I hate to challenge your hard work but you are not factoring in the base colony production [/quote] A fair point, though I'd once again note that in the LEP-including examples the farm worlds were still higher - not by much, but still better. Once we move into your second post with the more specific setup (with harmony crystals and the beneficial tech setup, which effectively provide you with 2 free
[quote who="peteincary2" reply="16" id="3564888"] One sensor per ship. No stacking. Sensor level 1 - range 3 hexes Sensor level 2 - range 5 hexes Sensor level 3 - range 10 hexes Sensor level 4 - range 15 hexes Sensor level 5 - range 25 hexes. Bonus to sensor range (based on map size) +0% to +200%. Then do the same thing with ship engines. One engine per ship.
[quote who="dansiegel30" reply="9" id="3564867"] very true Marigold. I just fail to see the point of the mechanic, as it offers no value, except for the trivial 1% pointed out above. It would be a more useful mechanic to have Research Project simply put 100% manpower, except current economic, into research. Cancelling this option puts it back the way it was before. Same for economic stimulus, moving current manufacturing manpower all to economic.  
Looks like an entertainment center IS the better thing to buy if you have >23 population and no LEP. This is also only with the base buildings (of which, you'd need 9 to reach this total). With the higher-level ones, the balance doesn't change much, but you'll hit the 30b population cap sooner, at which point farms become useless. Of course, you're still literally always better off building a factory or research center, since the 25% bonus they provid
[quote who="TurielD" reply="20" id="3564841"] Hmm, is there a point of base happiness where the *first* approval building gives a bigger bonus than the *last* farm or factory? [/quote] Not sure. Problem is, since you need 1 entertainment to cancel out every farm, if you go over X number of farms then entertainment is generally even less effective. I'm drawing up an excel spreadsheet atm to figure it out; thing is, the penalties kick in gradually on a cu
[quote who="TurielD" reply="10" id="3564837"] It seems to me that this is an argument that sensor should scale with map size. Lots of things should scale with map size - the game is currently balanced for Large and smaller (see the LEP, etc). It'll get there. [/quote] Pretty much. Ship range already does, so there's no real reason that sensors don't. The fact is, sensor stacking is OP; no-one argues with that. No shi
Yes, a scaled system would at least remove the fact that LEP outright breaks the game. It wouldn't help with the other issues (colony spam, morale building value decline, ineffectual morale penalties).
[quote who="putty101" reply="3" id="3564808"] Really? It's required? You just gotta have a single ship that sees out 120 hexes, you couldn't possibly manage say a handful of ships that have a vision of 25 instead?[/quote] Sigh, yes, when the map is a couple of thousand hexes across, you need a ship that can see that far. [quote]Are you sure you heard the devs talking about doing for the AI? I'm pretty sure they just know where stuff is, th
[quote who="dansiegel30" reply="11" id="3564665"] Therefore the proper way to balance LEP then is to INCREASE the malus, to force you to pick approval buildings over that extra factory. [/quote] Not really. The problem is, you're still gonna hit the capping point sooner or later, and when you do the approval buildings become useless, so you may as well not waste time building them in the first place (besides which, an extra farm or two is almost always a b
[quote quoting="post"] To those complaining about Morale[/quote] Sigh, this should be good. [quote]First, you have to build entertainment buildings. Yes they take up space, but think of the larger picture and let us say you have an entire planet full of factories. Would you be happy living in a hell hole, working non-stop with 0 entertainment?!?! The more workers, the more buildings you need. Imagine you are at an event and crammed in there like sardi
I thought they just gave a 10% bonus through being 'on', regardless of the amount of industry you put into it.
[quote quoting="post"] This post assumes devs and players alike consider being able to see the entire map with a single ship loaded with 30 sensors is a bad thing and not an intended game play mechanic. If that's not the case then there is no problem (other than people don't think it's a problem ).[/quote] The devs don't. In fact, they're intending on teaching the AI to do it. Besides, on the really big maps, sensor stacking is positively requir
[quote who="Gauntlet03" reply="29" id="3564734"] It depends. As I stated, there should be a max LEP, so I agree, its too harsh right now. But is it fun? Well, I find challenges fun, so yes, when it has a limit to its awful and is defeatable, yes, it will be fun TO ME. Does it make sense? Yes, I think it does. Oh and Rebellions? HELL YES. This was my favorite aspect of playing Star Trek Birth of the Federation, and the subsequent "obedience training b
[quote who="TurielD" reply="22" id="3564494"] Also, I'm never going to get tired of seeing people list things like A) this thing, [e digicons]B)[/e] this other thing, and C) this last thing on this forum. [/quote] I was just c&ping from the other thread because he asked for the exact answer I gave there, tbh. I even had to do a couple of edits afterward because I'd left in bits that references other stuff in it :)
[quote who="dansiegel30" reply="19" id="3564475"] A lot of peeps have been complaining about how research gets way too easy mid-late game. How about a research inefficiency bonus? [/quote] They indicated that they wanted to put in a flat research cost increase per world in the dev stream on Friday. tbh, I hope they don't - there's smarter ways to prevent big empires from going overboard on research, and a flat increase creates a time limit
1. Money to have a purpose 2. Better mechanics to balance wide vs tall empires 3. AI that can specialize worlds. 4. In fact, just AI that can think locally tbh 5. A massive upgrade to the diplo system. Get rid of the multi-turn lockout, which is just annoying. Let me threaten the AI. Make the whole system a bit more 3-dimensional.
[quote who="Gauntlet03" reply="17" id="3564448"] There are a million arguments for and against both of these, and you can always say "its the future so it isn't a issue, X technology fixes it" but would that be fun? [/quote] Is LEP fun? I can think of a few words to describe it (meaningless, arbitrary, annoying), but 'fun' ain't one of them. Nor would random irritating rebellions which you simply can't avoid on large maps without a ve
[quote who="The Uggster" reply="4" id="3564376"] The same could also be said about the US and Israel if you want to get political. [/quote] And all the members of the Security Council. And all the non-security council members. In fact, it's kinda of the whole point of the UN, really...
[quote who="admiralWillyWilber" reply="13" id="3564394"] kind of see the point of large empire penalty ranting. I understand why we should have it on smaller maps. On smaller maps it would prevent both the player and Ai from taking over the whole map for a challenging game. On rare habital planet settings I see the same thing. Now I like to play on big maps with abundant settings. When the game gives me eight players on a excessive map that is scattered with abundant settings then a larg
[quote who="Seafireliv" reply="104" id="3564365"] Yep, it`s all in the detail. It`s why I am never impressed when someone makes a blanket statement with barely any details. Anything is easy if done in certain ways. I need to know the detail before I`m impressed. [/quote] In fairness, Marigoldran isn't the only person who's made the point, and some of us have covered in great detail why colony spam is overpower
[quote who="a0152570" reply="50" id="3564382"] hay bud Good recap. Don't see the above 2 as being feasible or more accurately (cause SD can do anything [e digicons]:grin:[/e] ) attention would be better spent elsewhere imo. [/quote] Splitting off the techs would take like 20 minutes tbh.
[quote who="TurielD" reply="21" id="3564342"] At higher difficulty levels the AI keeps up with some kind of free tech mechanism it looks like: 'freewartechchance' Even though the tech rate multiplier is still only 1.25 at godlike, the shoot ahead in tech, and I'm pretty sure it's the 0.4 freewartechchance. [/quote] I thought that was just the chance of having bonus techs at the start of the game.
Weirdly, I've seen people complaining of precisely the inverse - ignoring the fighters and targeting the carriers, which just soak up damage as the little ships rip your fleet apart. There's a lot of contradictory information flying around about carriers right now. I think at very least carriers need to cost a LOT more to both build and run compared to gunships. Aircraft carriers are kings of the sea IRL, but building and running one also costs an order of magni