One thing I've always wondered - what galaxy settings let the AI perform the best? I'd love to hear from the Frogboy on his suggested settings.
Rizzmond
the hydroponic farm chain of buildings are still available to all races, no point in building the normal farms. Is this a bug?
that works too im betting the flat +1 is a bug though, I'm sure we'll hear the official word from frogboy
[quote who="zuPloed" reply="5" id="3676336"] Lets say I have 5 planets (which is not a lot). So, a leader will give me 5 research (and some %...). A researcher will give me 24% more research bonus than a leader to one planet. How much flat reasearch does the planet have to have in order for a reasercher to be better than a leader? 5/24% = 21 And this still does not account for the fact, that you get 6% to the 4 other planets. It also doesn't acco
Are leader citizens supposed to give +1 base to all planets in the category they are assigned? The tooltip indicates it is supposed to only give 6% global increase. This seems very overpowered compared to the engineer/worker/scientist/entrepreneur citizens. For example:
Ok thanks, looks like it's either a bug that the coordination center is showing up in the tech tree or it shouldn't be unavailable.
I'm overall liking the new balance, however I've noticed a couple buildings not being available for construction: 1. "Datacenter" under "colonization" tech cannot be built 2. "Coordination Center" under "research coordination" tech cannot be built Also what is up with the resource numbers? For example when i hover over promethion at the top of the screen it says total being produced 1.4 yet i have 43.2 available.
That is exactly the tedious micro, everytime you research an upgrade for a building you have to go through every world that was previously set to 100% research or economy and change them back to partial or full manu to make the upgrade. Depending on the amount of worlds and how many upgrades you research this is a ton switching back and forth. This is why I am in favor of some sort of cost for moving the slider, presumably a manufacturing cost. It would destroy this nee
I also have a strong dislike for the slider system in its current form. While frogboy is correct in that it is an intuitive system, it is also tedious micromanagement. I also agree with other posters that mixed specialization worlds need to be viable rather than very fringe cases already discussed in this thread. To that end, I see a couple paths to adequately rectify these problems: 1. Don't let the players change the sliders at will.