Ive seen the same and came to a similar cunclusion
androshalforc
i apologize if this was asked here i havent read all 3 pages ... yet but can there be a minimum time before first up meeting? say 100 turns this way even if you havent met X% of all races yet you can actually start to get some of the up going? i personally tend to play a bit of a turtle game on tight clusters so i colonize my cluster and then focus on colonizing the next if its occupied then i focus on sending invasion. doing this however i tend to see few races oth
a ran some numbers in a seperate thread i think you could potentially put 70+ modules on a single starbase.... not that you need to for every single starbase but it adds up
i dont think there is a tool yet and i doubt there will be at beta6 but im betting that less then a week after release mods will start to pop with custom race packs
even at 15% per starbase you can stack that up to 12 times granted its a lot of work but thats 180% right there on top of that you have 10%X12 production bonus so 120% and if you were doing a specialized world you could stack the manufacturing bonus lets put some numbers in unmodified world that has 10 pts of raw production - total prod 10 120% production modifier  
first that's a typo that has persisted since alpha 1) it effects all ships regardless of where the shrinker is built 2) the extra capacity should show up immediately upon building the shrinker
ive mentionioned the same thing before and never seen anything done with it
[quote who="Wer900" reply="10" id="3539769"] with this phenomenal growth comes a massive rise in privacy . [/quote] no its my internet history and you cant have it
The only improvement i could see working somewhat in the current system eliminate the allie/at war rings and replace that with highlighting allies / at war now make the different rings represent friendliness closer rings are more friendly further rings are less friendly
I would like to see some kind of virus effect that starts at a certain planet and travels outward randomly affecting planets outward it can also travel along trade routes
Yes there is overflow however there is no indication of overflow i believe the overflow carries on indefinately but is limited to one per turn so if you put out 1000 pts of military manuf and then turn military to 0 and have 100 pt ships in que it will build 1 per turn for the next 10 turns
i believe that's the tech that gives you your first few techs free? if so you can only (ATM) select those techs from the advisor screen (nearly everyone goes right to the full tech screen since its more usefull) so its definately bugged and needs some work
[quote who="Maiden666" reply="5" id="3539536"] I think the military might should be based on actual power, not on a potentual one, [/quote] i think it needs both it just needs to be balanced if i can change my shipyard construction and crank out an army to match your army in 10 turns that should be a consideration in will you go to war with me
maybie this should be copied over to one of frogboys posts on AI modding
for #3 i thought this statement implied that the techs you were providing far outweighed the techs you were receiving at least to that ai
so heres what i did in beta 5 CanColonizeExtremeWorld ExtremeWorldColonization PropagationTech what this did was make it so
hrmm i made a post a little while back where i tried to do the opposite make terraforming work when it was broken i had the race trait adaptable and the tech terraforming both listed as options but the game treated it as an and so you needed both the trait and the tech to be able to terraform the planets ill see if i can find it and hope it helps
after testing with 5.3 i have no longer had this issue
well i would suggest looking at something that does something similar namely starbases heres a line from a manufacturing bonus MaxManufacturing AreaEffect Colony Multiplier 0.1 you will still need to figure out
.. i have no idea what you are saying
[quote who="mormegil" reply="5" id="3510973"] As mentioned we have a curve now Population to Production calculation, it is really no longer worth putting 150b people on a world, it is not much better to put 40 or 30 and have factories, labs etc, do multipliers on them. 48 should in fact be pretty good. The current curve is this. y=2.1*x^.75 which looks more or less like this https://www.dropbox.com/s/ys38103dpf72lrn/Screenshot%202014
dont forget the pop-pruduction curve it was originally posted as y=2.1*x^.75 but i think some of the numbers have been tweaked a little bit this is still a good rough estimate essentially 15 pop = 16 production 20 pop = 19.8 prod 30 pop = 27 prod 40 = 33 50 = 40
[quote who="adamb1011" reply="34" id="3539078"] Currently, I can either go back and pick range, or continue along and pick up the next tier of weapon. That is a real choice. The opportunity cost of going back and filling in range and cost is that I reach the next tier of weapon just that much more slowly. [/quote] actually i disagree here its not a choice its the illusion of choice i can pick up A now and B later or i can pick up B now and A later thats not a cho
[quote who="Bloodlust1983" reply="8" id="3539112"] that drengin do have 200 worlds and hundreds of warships while others barely have 50. What kind of balance is that? [/quote] actually this was a bug something to do with the race traits or something and the drengin were 2x as powerfull as they should have been i believe thats been fixed for 5.3 but cannot confirm this
[quote]So I know part of the process to allow the game to go faster is that ships and events are expected to be moving and happening simultaneously. [/quote] actually thats kind of backwards what the goal is/was, to allow multiple players to plan their actions during each others turns and then the ships would move at the end of each players turn for single player there is no reason you cant move your ships at any point during your turn.. of cours