[quote]"Advanced farms will enable us to grow more food than ever before, even on the strange alien worlds Altarians now so often find themselves [on]." [/quote] I think a slightly less awkward suggestion would be: "Advanced farms will enable us to grow more food than ever before, even on the strange alien worlds [where] Altarians now so often find themselves."
peregrine23
[quote]that is if we don't commit genocide on the native population. [/quote] Although, the fact that the population of the new world equals your surviving invasion force implies that this is exactly what happens. [quote]culture flip worlds would have no penalty or a very small one, because they willingly joined you. [/quote] I actually think it would be cool if the got an approval bonus that slowly wears off. As they are initially enamored wi
[quote who="kestlstw" reply="36" id="3498010"] Cropland in the US is about 1/5 of total use but food [/quote] Farms aren't just cropland, and 51% of the land base of the US is used for agriculture. [quote who="kestl
I was looking at old saves. Apparently there was a patch in which the standard manufacturing buildings were buffed, but the Drengin ones weren't. In the first version of beta, the Drengin manufacturing buildings were the best, now they're the worst. Seems like an oversight to me.
I think that the defense penetration will be a big deal. There will literally be no way to build defenses against augmented ships.
[quote who="jbbrower" reply="5" id="3496942"] Idea: Instead of PBE, what about a campaign server mode. [/quote] It's an interesting idea, but it seems like the demand for this would be too low to be worth it.
Hey, that's what games are for: living out pipe dreams. It doesn't make sense to me in the context of the game though. If you are positing a civilization where everyone is content and just pursuing their interests, why expand? why go to war? why engage in diplomacy? why compete for resources? The whole idea of a 4x strategy is competition for space, resources, etc. Scarcity is the engine that drives the game. It seems fundamentally incompatible with the underlying principals of RBE, w
[quote who="dppetey" reply="8" id="3496886"] Hope that gets fixed in beta 2 as well! [/quote] I wouldn't count on it. When it came up in a stream, Paul didn't think there was a problem with defenses. I don't think they'll be taking a good look at combat until they start work on beta 3.
[quote who="eviator" reply="2" id="3496891"] What? Bonuses are 10/15/20/30/40% for Work camps, etc., and 25/30/40/55/75% for Terran factories. [/quote] Yeah, my bad. I was looking at the Iridium factories which I didn't realize are different from the Terran ones. In fact, it seems like the Terrans are crazy OP. Both the Iridium and Alterians have factories that go 10/15/20/25/30.
I was running some numbers on the Drengin Slave Pit and its upgrades compared to power plants and it is sad. The slave pit gives the same adjacency bonuses as the power plants but doesn't receive any bonuses or have any bonus of its own. This makes it extremely weak. The fact that it also benefits research is nice, but because the Drengin still get the Cooperation Center line of improvements, it actually helps science much more than manufacturing. I like the idea of the Slave Pits, but it
I support this. I'd love just a little auto-upgrade check-box in the the corner of the icon on the map that I could check/un-check to get the flow of production I want.
The Iridium get their influence and economy together. It is gimped currently because the influence/economy buildings are 1/per planet and the top upgrade loses the influence bonus. They also have some influence buildings in the diplomacy tree that is currently locked.
The game mechanics of GCIII favor a larger empire. There are no penalties for number of planets and population growth is constant constant per planet. This means that having 2 planets of .5 billion people will become better then one planet of 1 billion people pretty quickly due to double growth and more tiles which means a higher possible population cap. The possible exception to this is cultural conquest, depending on what that looks like in the fi
[quote who="Echelion" reply="13" id="3496535"] considering mining resources use to be empire wide bonuses I dont see why they still cant be empire wide? [/quote] The reason the strategic resources won't just give empire wide bonuses is that the game will have a separate thing that does that: precursor artifacts. The resources are meant to be limited and consumed. The developers have also talked about having more diverse and earlier uses for the resources, but it sounds l
[quote who="allie-cat" reply="17" id="3495918"] Do you know if there will eventually be a visible marker for a given tile/sector/planet's culture? [/quote] There will be for planets, but I'm not sure about other tiles.
[quote who="admiralWillyWilber" reply="5" id="3495655"] The only thing about multiple super abilities is I hope the ai gets just as many as I have. [/quote] They will. Each Civ will have 2 by default. That way, assuming there are no duplicate traits between civs and no custom-civ-only traits, there will be 120 possible combinations.
my bad, double post
The fact that The Matrix was referenced in a tread titled "A more realistic future" makes me very very very sad.
In the stream 2 weeks ago Paul mentioned that they will eventually be showing the numbers at least for planets, though I'm not sure if this will be available for every hex or not. It would be nice to at least have a % for the various Civ's who are influencing a tile.
[quote who="allie-cat" reply="15" id="3495835"] Am I interpreting this right, that a given civ's culture value can't decrease but the rate at which it increases can, for example by eliminating starbases and influence buildings? [/quote] Not quite. A given source of culture's influence can't decrease, but if that source is eliminated or conquered a civ's influence can be decreased or eliminated. Example: The Terrans have built a bu
darca, I think there are flaws in your assumptions that: a ) a simpler, mobile platform game would generate a larger audience than a conventional 4x. and b ) players of this hypothetical mobile game would be easily converted into players of a traditional 4x. While the mobile gaming community is larger than the strategy gaming community, it is also much more competitive and difficult to market toward. The mobile gaming market is an ocean of crap that drowns out
[quote who="alphaprior" reply="15" id="3494884"] I agree factories should not need workforce. Simply a big NO. There is no excuse for that even for a game. [/quote] [quote who="alphaprior" reply="17" id="3494888"] There is no single path for future this or that. [/quote] And yet you insist that in the future there is no way that there will be any correlation between population and production? Just because you have
Here are some questions collected over this week: [quote who="aaronofely" reply="2" id="3494069"] Planet construction/destruction : Any thoughts on being able to utterly destroy a planet, create one from the rubble left behind or make a uninhabitable planet habitable? I believe it would be neat to have the option to keep expanding or consolidate the space around you in the long game. Of course this would probably have to be a hefty production/special resource s
There are already plans for this. This is exactly what the support class of ships will be for, but we won't get to see them until beta 3.
Are you playing the AI on one of the harder difficulty settings? I'm pretty sure that right now part of their bonus is that they get a huge stack of ships every so many turns. They usually show up at a rally point, so you can camp them and take them out as soon as they spawn.