Tohron

Tohron

Joined Member # 3397929
20 Posts 121 Replies 1,125 Reputation

[quote who="Gilmoy" reply="1" id="3512412"] Correct, and as intended. The deeper issue is: does such a planet beat an all-research specialist planet? i.e. is your civilization's upper bound +mp% bonus four times greater than your upper bound +rp% bonus? I think it can't be. So it still pays to specialize all 3 separately. What you do gain is flexibility. All of your forgeworlds can agilely shift to rp or bc each turn,

8 Replies 23,461 Views

Right now projects are very micromanagement intensive. You have to cancel any queued buildings (including upgrades) in order to start a project, then go back to a planet and re-queue everything when you want to start building things again. If you start a project at any time other than when an improvement finishes, you lose production. This management hassle is particularly time-consuming for the Yor, who need a project to expand their population. Hence, my suggestion

7 Replies 3,822 Views

[quote who="androshalforc" reply="1" id="3512210"] the 100% food is allright but with the population mechanic of efficiency dropping off with more than 50 (billion) people it only gets you an extra tile or so so the population efficiency would need to change for this race to make this useful. [/quote] That would actually be a very good way to incentivize building tall - improve the efficiency of large populations, so that highly developed planets are m

7 Replies 9,440 Views

[quote who="androshalforc" reply="5" id="3512370"] Quoting Seilore, reply 4 Depending on the race you only can re-use the last tech for terraforming a couple times. [e digicons]:([/e] But that is the design of the game you should be able to use it any number of times only limited by th

15 Replies 15,790 Views

Right now, a Research Project converts 1/4 of your social production into research, and an Economic Stimulus converts 1/4 of that social production into wealth. The converted production is then eligible for research or wealth bonuses. What this means is that if you run 100% social production, and have more than a +300% production bonus (let's say your bonus is +400%). Let's say you generate 20 base production (which means you generate 20 base research at 100% resea

8 Replies 23,461 Views

[quote who="UnleashedElf" reply="8" id="3511978"] That and offer something that you cannot ignore as an attacker. Ex: Maybe lots of damage to ships within their radius? [/quote] Right now a military starbase can add a pretty hefty movement penalty to all enemies in a 9 tile radius, while halving the movement cost of your forces and giving +4 to all weapons and defenses (those values can be further boosted by modules that specifically boost certain weapons or d

16 Replies 3,982 Views

I think you're misunderstanding what it's saying. Video RAM refers to the amount of memory built into your video card. Regular RAM refers to the memory your computer uses. The advantage of having some RAM as part of your video card is that it can refer to information stored right in the same unit, rather than having to request it from your general-purpose RAM, which takes a bit longer.

4 Replies 10,384 Views

Given that defenses are going to deplete as they get attacked, maybe a solution would be to quadruple both the base starbase defenses, and the value of their defensive modules. That would definitely make them more of a hazard, both on their own, and with a defending fleet to support them.

16 Replies 3,982 Views

There have been lots of related exploits like this in various 4X games. Ultimately, you should not be allowed to include continuous items (research treaties, resources, credits-per-turn, etc.) and one-time trades (techs, money, ships, planets, etc.) in the same deal.

4 Replies 11,606 Views

Slightly unrelated - another annoying thing about the Yor is that you can't run the Assembly project if there are buildings that need upgraded. Even if you cancel the upgrades, they'll keep getting re-inserted into the queue in front of Assembly when you end the turn. The ideal option would be to let you move projects around in the queue, so you could just move Assembly in front of the upgrades, and cancel it when you want to start upgrading the buildings. </

6 Replies 9,187 Views

Interesting. Thanks for giving an actual graph - it's nice not having to rely on guesswork! Looking at it though, a 120 pop. world would still have double the production of a maxed-out Yor world. The tiles they get freed up (about 7-8) could provide an additional ~800% manufacturing to the basic ~1000% manufacturing you'd see on a well-developed world of either variety. Net result: biological world has about 880 production, and Yor world has 76

8 Replies 27,403 Views

Right now, the only way for Yor to boost their population cap is through techs, which cap out at 48 billion population. Given that a lategame planet for the other races can easily go over 150 billion, with many cases being able to pass 400 billion, this is a crippling impediment. Without some way to boost their population cap beyond the current limit, Yor simply will not be competitive in the lategame.

8 Replies 27,403 Views

[quote who="DARCA1213" reply="16" id="3510184"] 4. Will there be more planetary projects? We have things like birthing subsidies for growth and festivals for approval, but nothing I saw for culture or production. I know tourism Isn't unlocked at the start of the game but there should be a project for it in the ideology or tech trees. There would be nine projects in all if planetary defense, culture, trade, tourism, and production were projects in the game. N

25 Replies 7,669 Views

One thing I'd like to see in conjunction with the Yor getting added is the ability to reposition projects in the production queue. Right now, a project always occupies the end of the queue, meaning the Yor would have to cancel everything in a planet's queue whenever they want to increase their population.

8 Replies 25,815 Views

Wait, tourism is weak ??? Thanks to tourism, I've often been able to run 0% wealth and still be making a couple thousand credits per turn. Unlocking tourism generally corresponds to a several-thousand-credit income boost.

25 Replies 7,669 Views

I think a freighter should have to travel to a planet in order to set it as its home planet. It certainly seems to be the intention that a freighter must travel all the way between the two endpoints - that's why long-distance trade routes are so lucrative.

9 Replies 48,014 Views

It's a bit too late for the design contest, but here's something cool I made: an Iridium transforming assault mech! Transforming Animation: [video]https://www.youtube.com/watch?v=-r5n7qCVjWo[/video] Ship Mode: Mech Mode: <img src="http://s26.postimg.org/cx4yikfi0/Assault_Mech_Mech.jpg"

1,569 Replies 7,896,936 Views

Having a research queue off to the right of the tech tree would definitely be a nice feature - particularly if you're in the late game and want to queue up a bunch of early game techs that you hadn't gotten around to researching earlier (thus, you would be generating enough research to finish several in one turn).

3 Replies 11,063 Views

[quote who="Lucky Jack" reply="2" id="3508037"] This issue, or one very similar to it, came up during the beta for GC2 and was eventually "fixed" by the game charging a progressive fee for each star base built after a progressively larger minimum (based on some specific research items being researched) by the time the game got released. I wouldn't be surprised if the same thing happens in GC3. [/quote] I mentioned in the OP that GC3 already has a progressive fee for each

12 Replies 33,645 Views

I'm not sure how many people have experimented with heavy starbase usage, but it can get VERY powerful. Take a look at my civilization capital: It's getting bonuses from EIGHT starbases, giving it a 400% bonus to manufacturing, research AND wealth. It's also in a position to get a +200% bonus to its trade-route income. With that level of bonuses, th

12 Replies 33,645 Views

People mention late-game tedium a fair amount. The complaints fall into two categories: frustrations with having to micromanage a whole bunch of things in the lategame, and annoyance with being in a position where the game is basically won (as in, none of the other AIs/players have a reasonable chance of beating you), but it would still take a bunch of time to achieve any of the victory conditions. These suggestions are tailored more toward addressing the second set of issues.

2 Replies 11,848 Views