The main problem with the Antimatter Power Plant was that you could use it to gain ridiculous bonuses on improvement that provided GLOBAL effects. It this was not the case the Antimatter Power Plant would not have been OP. When you reduce it's power it instead become very useless... it will be impossible to balance this with only giving adjacent levels. Perhaps an improvement such as the Hyperion Shrinker should not give a global effect in eac
JorgenCAB
[quote who="Stalker0" reply="4" id="3546301"] Quoting androshalforc, reply 3 I agree the first buildings were fairly overpowered but the nerf bat hit them hard now they are barely worth it before the resource cost I would argue the Durantium refinery and Promethion Pleasure park have their use
Yes... I almost always go for Interstellar Travel as my first technology which mean I get sensor boats with 6-8 movement and about 30 sensor range, that is just too OP. Just use the method I described before, each sensor you add above the first give you ONE less range, eventually you get 0 range for adding a new sensor. That give you a good middle of the road approach and keep sensors on stations as a viable option.
After playing a while on an insane map with 50 opponents I must say I really like this new change... you can't expand too fast too quickly without investing in approval technologies and improvements in some way. Already after just a couple of planets you need to think about your overall approval ratings or else you will gimp your growth and production. It was simply too easy to expand up to 30-40 colonies as it was before and then it started to hurt quite allot. Now
Well... I would say that when you have a large empire it should not be very hard to rush buy an entertainment center or two on a new world to offset the penalties if they are too large. Low class worlds are not that problematic later on when you can terraform many tiles as well, you just have to use different strategies at the start and end of a game. I also don't think that it is necessary to be able to colonize the whole map if you play an insane map. Just taking
Yes I agree... strategic resources are mostly useful in the start of the the game and more or less useless in the later stages of the game. Both ship components and improvements should get upgradable versions throughout the game so they continue to actually matter. The improvements actually need to be better than their cousin buildings, they currently have a rather questionable value... and most players will not even understand they are building an inferior building (re
I think they balance between basic factories and labs and the second tier are too narrow for these improvements to be of very much use until very late in the game. I almost never upgrade any buildings until I have at least the third tier buildings. These tier tow buildings only give you an additive percentage bonus of 5% and that is a puny increase for the time it takes to build them and time is way more precious in the first 100 turns of the game. <
Most of the special resource buildings such as Durantium Refinery and the others are most likely too weak. A Durantium refinery has a manufacturing cost of five times and maintenance cost of four times over that of a basic factory. Yet... if you have three basic factories and the decision is to add a fourth one into a diamond shape industrial zone a Durantium Refinery will yield the same production outcome as adding a fourth basic factory if the R
Why is the economic and science projects in the game in the first place when you can use the slider to refocus people into those areas... these projects are completely redundant unless projects are meant to be more effective than using people at some point?!? Still, it is very confusing and really don't serve much use to the average player who don't understand the subtle difference.
I have seen up to +3-4HP healed in a turn if you station the ship in orbit of a station or planet. So it certainly helps to do that.
Yes... "Helios Ore" is applied to colonies instead of as it should to ships. So that resource don't work.
[quote who="sweatyboatman" reply="11" id="3545926"] Maybe I missed a dev announcement (or something in the streams) but isn't the video of the battle essentially just a static visual representation of the combat calculator results. That is, the results of the battle have already been calculated. The combat calculator (not the video) is the thing that takes into account the different range and speeds of ships and whatnot. So when you're watching your ships zoom in to fi
Battles with stations involved are better to auto resolve. Ships on the defending side of a battle with stations just charge the attacking fleet leaving the station behind, even support ships do this. I do hope this behavior will be change in a patch because that is certainly broken. If range stays and the battle viewer is expanded on then stations should mainly have defenses in the form of missiles, armour, shield and point defenses... they should then carry fighters.
It actually matters... Less mass are the best option for getting the highest efficiency but you will get more expensive ships who are more difficult to upgrade. Better quality is the middle of the road selection. Reduced cost means you can get more ships out faster but your full fleets will be weaker. They all have different results... I like really tough fleets so I usually go with as much capacity and as mu
You also need to take CPU power into account, there are just so much CPU power you can give to the AI before people start complaining about turn times. If we all could accept five to ten minutes between turns then you could make AI pretty smart and more dynamic. We just have to wait for quantum computers and then you will get AI with nasty abilities that regularly beat even the brightest of human players... ;) In the future when quantum computer is a reality you will se
I guess it is just a design decision we have to live with. I would also prefer if ships could retreat from a battle or even flee before a battle begins. Now, there are no such mechanics and I can live with it. I just have to use my sensor scouts to make sure I only engage in battles of my own choosing, that is easy enough.
Some troubles in Trading with the AI... The AI are not asking enough for their infrastructure such as ships, planets or bases. In a recent game a pretty much Neutral faction only asked about 1000 credits for a mining base they just created close to my capital. It actually even had three resources connected to it. It would cost me 1600 credits to rush a constructor to build that base myself. The same seem to be try with prett
I'm pretty certain the answer to your first question is a simple NO... they said something about that recently and they did not want ships able to retreat since it would make it difficult to kill of enemy fleets that just bounces of you. I can't say I agree with that decision because you can include mechanics that dynamically fixes it, but I don't think it will ever happen. On the second question I'm pretty certain we will see some added features to the
No... the GalCiv is primarily a single player game... all turn based games are. I would like to see any insane map MP game that would ever be played to it's conclusion, or even half way for that matter. ;) In short... the game is a single player game with support for multiplayer. I doubt more than a few percent who get the game will ever play multiplayer at all. Didn't Frogboy even claim the game is made for the AI and not the player
I doubt there will ever be a change to this, it is to ingrained with the work on the AI and how it plan to build colonies and manage them. It would require a completely new economic AI if you remove the wheel.
For a competitive player saying anything like you don't have to use the slider to maximize your worlds is like telling a race-car driver to not use the turbocharge in his engine... ;) I mostly play with tons of self imposed regulation in most 4x games rather than giving the AI more bonuses, currently I need to gimp my own hand and give the AI bonuses so it can keep up. Also.. it is NOT more efficient to use industry as soon as you get to 300%
I agree, it makes colony management tedious and the only reason for not doing it is the choir of doing it even if you know you are handicapping yourself. There are one area where a dual industry/research or industry/wealth is more efficient than a planet with 100% research or wealth, but that is usually late game when you can get obscene amount of production bonus and then multiply that further with research or wealth using production projects. There are other threads d
This improvement should lower a ships logistics cost with -1 but that does not seem to happen in my games.
That depends on what type of game I play... I either play a super optimized game or a super role-playing game. When I play to optimize the empire level governing page is useless and each planet is micromanaged in the last detail. Sliders are usually set at 100% in either category. When I role-play I only use the empire level governing tab and build my colonies based on what I feel is the best balance and the needs of the people inhabiting that wor
Something that sort of work now is to arm ships designated as Guardians with missiles and very little defense. Ships designated as capitals armed with 1/3 missiles and 2/3 beam of the weapon parts and about 25-30% defense and 70=75% weapons of the ships total capacity that is not engines or support. Escort get about 33-50% defenses and mostly kinetic weapons but some beam is not to bad either. The reason is that you will engage in a very good way and completely devastat