If you open up a ship's details and go to the components tab, and you hover over a weapon component, it has a rated accuracy. The +2 accurate trait increases the the rated accuracy by 0.25, the +1 accuracy trait increases the rated accuracy by 0.15, the -1 accuracy trait decreases the rated accuracy by 0.15, and the -2 accuracy trait decreases the rated accuracy by 0.25. The accuracy numbers are displayed in the game tool tips of weapon components as a percentage, so lasers (which have a
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[quote who="androshalforc" reply="21" id="3547758"] another option although difficult to code might be a repair option for the ship the ship becomes immobile and defensless much like when it is upgrading and restores a certain % of its health per turn based on its current percent of health [/quote] This isn't particularly difficult to code. At worst, it's a bunch of if statements, or if you're smart about it you could do something like <p style="padding-left
[quote who="AlLanMandragoran" reply="58" id="3547696"] In short, adding sensors to increase resolution (the picture or information gleaned) within a scannable range makes sense; adding sensors to solely increase the scannable range makes no sense. Am I missing something? [/quote] Yes. You're missing that you can detect and identify finer features in a higher-resolution image than you can in a lower-resolution image. Feature size in the image is related to the physical si
[quote who="BuckGodot" reply="29" id="3547202"] In case I (or others) ever decide to fiddle with it myself, which XML contains the LEP? [/quote] GalCiv3GlobalDefs.XML. Look for this: GoodsAndServices Colony </
[quote who="Stalker0" reply="7" id="3547116"] I realize my math fu is not what it used to be, but I don't see any time components in there. As approval effects not just productivity but growth, its relationship to total output is not linear. [/quote] True, but the point of that test is to check maximum output to see if the lower approval world actually has a chance of producing more over time. A Class 10 planet with 0% approval and 9 tiles spent on production buildings c
[quote who="Stalker0" reply="5" id="3547056"] What I will try next is starting with much lower morale, and see if 2 entertainment networks become optimal (aka is maximizing approval that strong of a contender). [/quote] You can check this more easily than by playing with a spreadsheet to figure out the total output over 75 turns. If A1 is the approval modifier in case 1, b1 is the output multiplier from non-structure sources, and N1 is the number of tiles available for outpu
[quote]How about farms? [/quote] Out of curiosity, did you account in any way for approval effects? I'm asking because if you assume a base 3 morale, 5 population, and +5 production for a colony and normalize things to a colony with 50% approval (+0% production due to approval), the base production accounting for approval effects is actually reduced by adding a farm. A colony with 5 maximum population, 3 morale, +5 production has a normalized maximum production of 1.025
[quote who="JorgenCAB" reply="9" id="3546878"] This is only a case for super optimized production worlds, [/quote] Nonsense. Assume that you can get +0.05 added to the research multiplier on a world with 1% of the planet's production to manufacturing (which you can; I usually do so in the early game if I have planets with low bonuses) and setting the other 99% of production to research. The research multiplier is therefore either R = 1
One more: No separate end turn button. Sometimes I just don't care that a colony is idle or that I have idle ships, and I don't want to bother going through setting them all to do something. I suppose it's nice of you to try to prevent me from inadvertently wasting production, ship actions, etc, but it's my own fault if I leave something idle and come to regret it later on. Provide me some kind of notice, don't force me to respond to every last one.
[quote who="Unknown_Hero" reply="6" id="3546849"] This should be clearly explained in the tooltip. Raw Manufacturing: +11 * Colony Capital: +5 * Population: +3.8 * Approval Bonus: +25% [/quote] The approval bonus is a bonus to base production, not to any of the three output types. I.e. the output equations are: Production = ((flat production) + 2 *(population)^0.7)*(approval multiplier) <p style
Don't worry about it; there's a fair number of people who missed that change, and it doesn't help that the most official information on the subject is outdated.
Looks right to me. 100% approval gives +25% base production, so you should have 1.25*(5 + 2*2.5^0.7) = 10.99786 production on your planet. [quote]as my understanding was population = raw production, or is this a bug? [/quote] They really ought to update the GalCivIII Economy 101; they changed the production model from (population) = (production bonus) to (production bonus) = 2 *(population)^0.7 quite some time ago. <br /
[quote]The local 100% slider: If you can go to 100%...you should, no reason not to. And because every planet can be tailored to 100% of a certain resource, you are compelled to do so. [/quote] This isn't exactly true. There are corner cases where you can get more output by setting a small amount of production to manufacturing and using that manufacturing to get a bonus to the desired output than by setting the sliders so that all production goes to the desired output ty
[quote who="trims2u" reply="22" id="3546602"] The best algorithm to use here is a slowly rising one to reduce base morale. Personally, the best one I can think of is Logarithms. [/quote] Personally, I'd be in favor of removing the morale penalty entirely and replacing it with something else. For example, scale technology costs with the number of colonies you have and add an empire administration cost that scales with the square of the number of colonies you have. Alterna
[quote who="a0152570" reply="2" id="3546719"] Now it just adds a flat 5% [/quote] This isn't entirely correct. The projects add [ceil(m*s*P/10)]*0.05 to the multiplier for the desired output type, where P is the planet's base production, m is the fraction directed towards manufacturing, s is the fraction of manufacturing directed towards social production, and ceil(X) is the function which returns the smallest integer N such that N > X. In practice, this probab
[quote who="Stalker0" reply="3" id="3546538"] They have greater custom techs, good growth and morale, prolific is just badass when you expand fast. They don't really have any big weaknesses. [/quote] They also have Patriotic, which is a very good trait for large empires, and probably a fairly reasonable one even for small empires. I have a suspicion that the computer either slows or stops expansion when its morale penalties get too large, but the Krynn don't
[quote]I'm surprised I have yet to see the best argument against cargo ship sensors. Multiplayer. [/quote] You see, I personally consider multiplayer to be the worst possible reason to make changes to a game, if you lack any other reason for the changes. You know why? Because I have no interest in it. As long as the single player game is fun, I don't see "but it's imbalanced in multiplyer" as a reasonable sole justification for making changes. Multiplayer balan
A few of mine: Unless I've missed something, there's no real indication in the diplomacy menu of just what the values of all the various bits and pieces you can trade are, except for a trial-and-error "will you accept this" kind of deal, or a "how much money will you pay me for this? Okay, how about that?" kind of deal. I would very much like at least a rough order of magnitude valuation of the various things I can add to or remove from a deal, and preferably also a tot
[quote]9 - Personal Suggestion - would be nice to be able to "flag" a planet as research, manufacturing, wealth, tourism etc. And it creates a corresponding icon next to the planet on the main map. that you can turn on and off in the menu, and is filterable in the Colony list. (See Pic) [/quote] You can rename planets by selecting them and clicking on their name in the lower left hand corner or by going to the surface view, clicking on the govern planet button, and clicking
Having checked the numbers shown in the game, it appears that the output O of a chosen project's type is given by O = x*P*(1 + Bx + 0.05*ceil(s*(1 - x - y)*(1 + Bm)*P/10)) where x is the fraction of planetary production dedicated to the project's output type, Bx is the planet's bonus to the project's output type, s is the fraction of manufacturing dedicated to social production, y is the fraction of planetary production not dedicated
[quote who="BuckGodot" reply="4" id="3546006"] Every Harmony Crystal gives one +1 morale. On a map with 1000+ planets, you're going to get a LOT them. At the very least, one can trade for them. You're also going to get a lot of Approval Relics. [/quote] At +1 morale/Harmony Crystal and -0.2 morale/colony, you need to have 1 harmony crystal for every five colonies or the large empire penalty is outpacing your bonuses. Maybe Harmony Crystals are common, but I'm som
[quote who="Moogle65535" reply="87" id="3545992"]Looking at the xml, the planetary projects now give a 5% bonus to the target per 10 manufacturing points funneled in.[/quote] If this is correct, then the new output equation is O = x*P*(1 + Bx + 0.005*(1 - x - y)*P*(1 + Bm))  
[quote]Changed planetary projects to be % bonuses instead of flats. For example the project that produced credits used to give a credit per 4 production, now it gives a percentage boost to how many credits that planet produces (so you are better off producing research on research focused planets, etc) [/quote] I would like to know the formula for this. The current model may be flawed, but it at least gives me a reason to build relatively balanced worlds as under the current
[quote who="Space Voyager" reply="128" id="3545205"] Quoting Frogboy, reply 23 Not happening. I am very very much against the idea of being able to pick all 3 specializations. They're supposed to be a CHOICE you're making at the exclusion of the others. There are other ways of fo
[quote who="OsirisDawn" reply="3" id="3545663"] The problem i had yesterday was that soil enhancement didnt appear on the list, after i used it once. When i placed it the first time i had a choice of 3 tiles to place it on, so i thought i would be able to do it 2 more times after the first. But it never reapperaed on the list. [/quote] Many of the terraforming projects can only be used once per planet. It would likely be beneficial for the developers to c