joeball123

joeball123

Joined Member # 3255849
5 Posts 648 Replies 476 Reputation

[quote who="wpkelley41" reply="9" id="3568417"] I'm using 1.03 at the moment. To be honest, I haven't noticed any difficulty keeping morale around 100% from the beginning as long as I research Commerce and Supportive Pop first. The morale issue seems to be a NON-Issue. [/quote] And this would be an example of playing in a way that does not make morale structures necessary. Skipping Supportive population for some reason, skipping out on the other 'free' appro

17 Replies 129,047 Views

[quote who="Lavo_2" reply="5" id="3568357"] This is the case in GC3. Having a lower approval results in direct penalties to population growth, raw production, and influence, all the way to -25%, while having 100% approval results in a 25% bonus. In 1.1, this is properly reflected in the tooltips/UI. [/quote] The -25% growth penalty from 0% approval barely matters. If I'm not mistaken, the approval growth modifier stacks additively with the other growth modifiers rather t

17 Replies 129,047 Views

[quote who="naselus" reply="35" id="3567977"] I could see having immunity to special invasion tactics as a trait... but the Yor would have to sacrifice one of their existing ones. [/quote] Or be made sufficiently more vulnerable to another (set of) invasion tactic(s) to compensate. E.g. "synthetic factions are immune to biological warfare but cannot become completely immune to information warfare and information warfare is three times more effective against synthetic factio

37 Replies 355,777 Views

I personally view the Influence Victory as being a variation of the Domination victory type (i.e. conquer or control X% of the map), rather than being a 'peaceful' victory type or completely separate from the Conquest victory. You're probably going to meet the requirements of an Influence Victory while pursuing a Conquest Victory, it'll probably take less time to complete the Influence Victory than the Conquest Victory if you're not doing silly things like parking battle f

25 Replies 55,117 Views

'Favored' is one of the traits in the Pragmatic tree. Its listed effect is "-25% approval to anyone at war with us." As for why you're not getting the 100% approval bonus properly, I have no idea.

2 Replies 6,470 Views

[quote who="Ash_Paradox" reply="7" id="3565964"] On that note, any chance of unanchoring and relocating SBs that you thought you'd placed right but hadn't, or if you have a military SB where you don't want one anymore (such as a military SB which is now in the middle of your territory, having expanded significantly since building it and now want to put it nearer the edge again where it belongs)? [/quote] If it's at all like the current shipyard relocation, it

14 Replies 15,274 Views

Drone Interceptors are built on a tiny hull and are guaranteed to carry a beam weapon and a sublight drive. If they have space, they will add another two beam weapons and a shield generator in that order. Guardian Fighters are built on a tiny hull and are guaranteed to carry a mass driver and an armor plate. If they have space, they will add another mass driver, a point defense component, and a shield generator in that order. Assault Fighters are built on a small hull and are

6 Replies 20,709 Views

If you want to modify the base influence generation rate, then you'll want to edit ImprovementDefs.XML and edit the entry for the colony capital. The effect type to search for is InfluencePerTurn, defined to be 1. Alternatively, I expect that you could use InfluencePerTurn <p style="padding-lef

2 Replies 4,426 Views

[quote who="dansiegel30" reply="10" id="3565492"] No idea how SBs apply to a fleet's logistics in GC2 [/quote] GC2 starbases have no effect upon fleet logistics. Rather, your base fleet logistics score in GC2 was the number of starbases you could have before starbase maintenance started growing.

20 Replies 50,191 Views

[quote] I have frequently been checking in with them to see if they have a Hive Specialization tech I can trade for, and they never do. This got me thinking that possibly, the reason for their consistently low empire scores just MIGHT be that they're not researching the base Hives tech at all. That would explain why they don't ever have a follow-on Hive Spec to trade [/quote] If I'm reading the Thalan tech tree XML file correctly, the computer isn't allowed

4 Replies 8,903 Views

[quote who="dansiegel30" reply="6" id="3565342"] Are you confusing this with manufacturing vs total manufacturing? [/quote] Assuming you're responding to this: [quote who="androshalforc" reply="5" id="3565286"] i totally disagree each economic starbase adds 10% to raw production that imo is more powerfull then pretty much any building you place on any planet [/quote] then no, androshalforc is not confusing manufacturing and total manufacturing.

20 Replies 50,191 Views

Perhaps the tag can work here? The tags are used in the definition of trade routes to enable a morale bonus if either trading partner has the Entrepreneur trait, and it's used in the definition of the large empire penalty to remove the penalty from empires with the Patriotic ability. You might be able to use it to exclude Tiny hulls from receiving the bonus fighters or something like that, though I don't know if the tags will take hull s

23 Replies 30,081 Views

[quote who="dansiegel30" reply="32" id="3565336"] Paul Stated he did not want to change sensor mass as a solution, as this would break many ships (IMO, who cares, how many sensor boats have people designed which take more than 5min to rebuild?)....but he does care, so instead of changing mass, he is looking into a mechanic where the more sensors you add, the less effect each sensor has. Therefore, a nerf without a mass change that would break ships...unless you have the sensor range in t

37 Replies 57,566 Views

Personally, I feel that arguing about the magnitude of the effect is largely pointless. The purpose of a large empire penalty is to keep small empires approximately competitive with large empires. The minimum requirement to keep small empires roughly as competitive as large empires is for the small empires to be capable of keeping up in research with large empires. This is something that the current large empire penalty completely fails to do; the most extreme situation is for the la

60 Replies 126,603 Views

[quote who="naselus" reply="8" id="3564832"] Sigh, yes, when the map is a couple of thousand hexes across, you need a ship that can see that far. [/quote] Technically, none of the default map sizes are a couple thousand hexes across. Even on Insane, the maximum straight-line distance is only 761 tiles. [quote who="TurielD" reply="9" id="3564835"] In this case, we're talking about a 4X game; eXplore, eXpand, eXploit, eXterminate. Generally in that order. The

37 Replies 57,566 Views

dansiegel30, you will note that I did not dispute that research and economic projects are not generally worthwhile, and in fact said that I agreed with that sentiment. You will note that what I took exception to is the demonstrably false claim that the use of economic and research projects is strictly inferior to directing planetary production into the desired output types. The statement "I tried it on a planet where I had ALL Manufacturing (and yes Marigold, an approval building, as

17 Replies 33,147 Views

[quote who="TurielD" reply="1" id="3564620"] Bear in mind that hives only produce flat manufacturing, and not research, so your research is going to be limited by that population. [/quote] Bear in mind that this is not true, and only appears to be true because the developers made the decision to rename "production" to "total manufacturing" without actually changing what the bonus does for no comprehensible reason. Thalan Hives and their upgrades, the Enhanced Production tec

7 Replies 19,142 Views

[quote]I tried to see which was better, to put population points into Research or Economy, or use my awesome manufacturing capability with the Research Project or Economic Stimulus. In all attempts, using population points won! In every possible way. [/quote] Then I would say that you did a rather poor job testing things out. As long as the planet's research or income bonus is less than +890%, you will see a net benefit from using 1% of the planetary production to feed

17 Replies 33,147 Views

[quote who="naselus" reply="3" id="3563833"] They should at very least require some strategic resource to cap their numbers. [/quote] [quote who="Stalker0" reply="16" id="3563929"] 1) Require resources (maybe 2 different types of resources). [/quote] Personally, I feel that requiring strategic resources isn't a very good way to balance carriers. It ignores the root of the problem and leaves us with a balance situation which is heavily settings- and luck

71 Replies 231,523 Views

My guess would be that when they computed the line items and the totals, they used rounded numbers more freely than they perhaps should have, but computed the net income using more accurate numbers. Perhaps you could check the Colonies tab and sum up the incomes listed there, or (if you really want to) go through all your planets and list the gross standard income, tourism income, and expenses for each world, sum those up, and see if the numbers you get match. 21 is too large to be a

3 Replies 8,403 Views

[quote who="Chibiabos" reply="1" id="3563752"] Since those two only terraform the exact same tiles as the UT, you can use them to gauge which tiles the UT can terraform versus not, and from that figure out non-UT-able tiles the other terraforming improvements can be applied to without wasting them on tiles the UT will eventually be able to terraform. [/quote] Which is a pain in the ass. The interface should make it easier to distinguish between the different qualities of til

14 Replies 45,403 Views

[quote who="rspiccaver" reply="6" id="3563753"] Tourism Buildings I've reduced the maintenance cost of these so that building them (especially the early ones) actually results in a profit not a net loss. I think they still may need buffing however to make them viable over an income building. [/quote] If you look in GalCiv3GlobalDefs.XML, there's a GalacticTourismSpendingMod, which is defined to be 0.25 at present. You might try playing around with that before fu

48 Replies 132,877 Views

[quote]but the schema mods also do not appear to work in the mod directory. [/quote] Do schema mods work at all? I've not tried it for resources, but as far as I can tell changing the schema files when trying to add a new ship role makes no difference whatsoever to whether or not the new ship role will appear in game, whether you alter the core files or copies thereof.

4 Replies 6,473 Views