Now THAT's embarrassing... It does work... Just to make it clear, I wasn't mixing the ability to make more than one item per turn with overproduction. I just wasn't aware that overproduction worked here at all. Shame on me, I guess, I should have tested that part thoroughly, I didn't, and so I went and made a fool out of myself. I'm actually impressed by this, overproduction here actually pools itself independently of the items in queue which is a step UP f
Reianor3
[quote who="Tharios" reply="37" id="3431774"] So...let me see if I've got this right. You all seem to think that the natural laws of the universe are somehow different, not clear on the other side of the universe...[/quote] Since when have they been clear on our side? [quote who="Tharios" reply="37" id="3431774"] ...against the weight of nearly all currently understood evolutionary principle, and historical precedent... [/quote] Get rid of your
[quote who="lolpurplecow" reply="13" id="3560589"] I think there's a pretty simple fix to the sensor ship issue: make sensors increase vision area instead of vision radius. [/quote] In what good way could that be considered simple? The game doesn't track movement directions, nor has it any other mechanics in place that would allow it to reasonably handle variable "shapes" of vision. Not to mention the inconvenience that would mean for players... A cir
[quote who="RevTKS" reply="4" id="3560441"] I wish they would hire a mathematician or statistician. That would eliminate so much of the guesswork on balancing things like sensors. [/quote] They probably wouldn't even need to hire one. Fans just LOVE telling developers how the things "should" be done. The rest is a matter of putting a question before the public and applying a bit of common sense to select to the most reasonable and well founded answer.
[quote who="Larsenex" reply="3" id="3558788"] I do not understand J5S's comment. It makes zero sense. The game has been intensely played by 1000's of players for the last YEAR, to say it was played a few times and shipped is a disservice to all the Alpha and Beta people who have been posting here all that time. [/quote] Makes perfect sense to me. With all due respect that's EXACTLY how it feels. SD are now patching things with a decent level of s
[quote who="Christian_Akacro" reply="6" id="3560767"] I didn't even realise there was a manual. I just futzed with it until I figured it out. The ingame tooltips are awesome and keep getting better and better, I rely on them heavily. [/quote] Point me towards the nearest tooltip explaining the mechanics of Total Manufacturing. Heck most of them don't even make it clear what your TM is, or even what TM is as a concept. There's info you just DON'T get w
Forgot to add two more things. First there's no easy way to check the planetary event bonus on a planet. And there's a nice space for it, right below the planet's inherent feature tooltip. And second there's no screen that shows empire-wide (or even world-wide) bonuses and penalties. If memory serves ES and EL have a special list where you can see the summary of all faction-wide features, resource bonuses (somewhat akin to GC's Relics), unique bonus
[quote who="naselus" reply="1" id="3560462"]We have a system which punished you for being big but doesn't make it hard to get big. This is exactly the wrong way around - it should be hard to get big, but being big should be worth it in the end. A rising maintenance penalty per colony would do the trick; expanding too rapidly would bankrupt you, but having lots of highly developed worlds would make you powerful. [/quote] I disagree. This is exactly the right way to do it. When
While I greatly enjoy the strategical freedom that GC3's management options provide, the actual process of using them is quite unenjoyable. Let's start with the basics. Overproduction It's one of the most basic functions of most 4x games out there. Normally, these games don't expect you to manage your production to the exact levels of productions costs. So if, for example, you had a colony producing a total of 50 points