No Patriotic is broken on very large maps. Smaller maps it hardly matters on larger ones it is quite OP.
JorgenCAB
[quote who="JetJaguar72" reply="13" id="3546957"] I think I'm starting to come to the same conclusion. The question is: does the AI move it's governing wheels around (either globally or for individual planets)? I'm curious because, if I'm going to make it a 'house rule' to just leave the sliders/wheels at default (33%/33%/33%), I'd like to know if the AI is doing the same. Thanks in advance. &nbs
Well, that is just my opinion in the matter. You can still focus on one area more than another by the buildings you choose to put on that world. Since the AI have been pretty weak I have tried a few games where I never touched the slider for individual words other than social/military spending and that worked very well and was much less micro intense. There is always the projects and money that can refocus worlds or help them develop. I don't
[quote who="joeball123" reply="10" id="3546884"] Quoting JorgenCAB, reply 9 This is only a case for super optimized production worlds, 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 u
Yes... my main argument has always been how much it increases micromanagement (read repetitive boring tasks) which never is a good thing! Again... remove the individual planetary focusing wheels and keep the projects is my solution to it. The empire wide focusing tool can stay, this one do not increase micromanagement and can be quite fun and interesting to use.
[quote who="joeball123" reply="5" id="3546829"] 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. 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 ou
Stalker0 is completely right... upgrading most of the buildings such as industry, wealth and research are NOT necessary and just take time you instead can get more technology, pay LESS MAINTENANCE thus need less wealth buildings and can use production to produce MORE colony ships, constructors, freighters and all that other stuff earlier and more of them. A research world should focus on a about 50% research related improvements, one or perhaps two factories, stations w
I really would like to try this mod... could you check that the file is available? Another request, perhaps make most of the planets into barely habitual planets, they should perhaps really be the most numerable ones.
No... it is correct... the calculation is as follows,,, Colony Capital +5 Population 2.5^0.7*2 Approval rating 100 = *1.25 (5+(2.5^0.7*2))*1.25 = 11 On a capital world it would be... Empire Capital +10 Population 10^0.7*2 Approval Rating 50 = *1 (10+(10^0.7*2))*1 = 20 So, if you have slightly less than 20 on the home world that is probably because of a sl
[quote who="Nastytang" reply="8" id="3546773"] well the only reason to use what the OP is talking about is you get a Idle planet and have to do something with it so one of those option has to be pick. it`s crazy to destroy something and rebuilt it just to keep the game going [/quote] Why do you have to pick something... you don't... you just slide the focus from 100% production to 100% science or wealth... you waste no production what so ever si
The big question is... WHY is there TWO mechanics that do the SAME thing... one just is better than the other but in some edge rare cases it is the reverse. Why have players bother about this at all?!?
The Pleasure park give RAW gross income and quite a boost and is available very early in the game... it is a pretty usable improvement on wealth planets or planets that alternate between industry and wealth which is quite common in my empire.
Yes.. I do agree that the AI is much better than us to keep tabs on thresholds and things like that. What is is rather bad at is judging when it should change focus and turn a research world into a completely different focus and increase industry or even changing the world into a wealth/tourist world. The problem with the AI is to stick with a certain path or when to change it.
I is just simpler to say that in 99% of all cases (or more) you are better of using the slider to focus on research or wealth than using the projects. It basically mean these projects are pointless and only serve to confuse the average player who don't care for the math behind it. I still vote for getting rid of being able to manipulate the production focus on individual planets and we don't need to have these stupid conversations, not to mention reduction of mi
The problem is that there are no direct optimal dedsign of planet since it depend on when in time and the empire as a whole. A human player can design a colony one way in the start and a complete different at the end of a campaign. The AI would need to be able to destriy and restructure their colonies just as an efficient human would. At the start of the game you want to concentrate on lots of basic buildings. Once you can get some approval and fo
There have been tons of threads about the economy and the huge micromanagement involved in order to run a competitive empire. Sure... you can just shift your whole empire using the empire wide focusing slider but that is very inefficient. I hope they eventually realize that the focusing slider for individual planets need to go and planet management could be done directly on the planet view with setting the social versus military slider or directly
They have already stated that they will fix sensors to be limited and have a diminishing return. I hope this will eventually end this particular discussion if it is realized. The AI don't exploit this sensor stacking too much and as long as you only play the AI so can we as well. I would rather that it is fixed but I can live with the way it is for now.
Prolific should not remove the approval penalty from expansion... just make the race being Prolific get HALF the penalty. This is still very strong but in no way OP.
That is also one of my complaints... it is not very obvious unless you do the math that some of the buildings are very weak. New people will automatically think they are good to build just because they require a resource and will not think much about it. In my game I raised the Production bonus of the Durantium Refinery to three which make it a very good choice for low class or some new worlds and a decent one on planets that can gain large population but eventually an
That is way too easy to overcome... that will not stop a player from expanding in any way. You need to make that a -1 for each time you double the empire to really matter, otherwise it could be a nice solution.
Sometimes, sort of randomly I get a CTD when I try to look at ship details from a ship in a fleet. It does not happen every time and usually after I have played for a while, but it does happen quite often. The main reason I press the ship detail button is also another bug which is that hit points and movement are no longer shown when a fleet or ship in a fleet is selected. I have no idea why this information eventually disappear, but reloading the game fix the issue.</p
I don't like abilities such as Patriotic that get rid of ALL penalties like that. Patriotic should only receive half the penalty or something. Abilities like that can be abused to a very high degree, pretty much the same problem as the Engineering trait before that was changed.
As far as I know they actually have some mechanic to scale science with map size... I might be wrong though. The pacing of tech and production are just simple % modifiers which mean that a -50% research are going to mean pretty much nothing in a game where you highly specify your worlds. A 600% research world instead become a 550% research world. It only matter at the start of that campaign. They should correct this so -50% actually means half research speed and not jus
The "Colonizer" ability should not be extended to shipyards, that would be an easy fix. I always felt this was too much of an exploit so I never done this, I can see how you could abuse it.
I say that you do ONE of tow things... 1. Remove Economical and Research projects from the game. 2. Remove the focusing wheel for individual planets. Either one of those should go away... they only confuse and are redundant mechanics.