Sure, but when number of shipyards is the only thing the AI seems to care about, it's a little silly. Number of shipyards doesn't translate well into how fast you can build units, since it's far more efficient to sponsor a shipyard with 3-4 planets clustered together. If the game really is considering potential, rather than just assuming shipyards are units as I'm guessing, it's doing a very poor job of it.
Vidszhite
Just confirming that this IS the reason. I built 3 shipyards in a single turn and immediately shot up to 2nd place in Military power (up from dead last).
The way this game calculates military power is a little strange. Like, as soon as I meet any of the AIs, they all immediately declare war because of how "weak" I am compared to them, even if I actually have a military, and they don't. Today, I took a closer look at this by going full military and conquest right off the bat. Even though I have a free frigate, as soon as I met the Krynn, they declare war. I met the Altarians, too, and even they give me the minus for being weak. No matter ho
[quote who="Hamilmac" reply="5" id="3539169"] I second that I like the way it is set up now. With the addition of pirates and pirate bases, I'm arming a lot of ships I didn't arm before. I noticed that even a little defense on a ship can help it consistently win against pirates even if the total attack is less. Not sure why, but it's working for me. <span style="font-fa
[quote]Greetings! Today I would like to ask you guys some questions about strategy games. 1. What specific features of diplomacy do you traditionally like the most? I want you to be as specific as you can be. Which parts of diplomacy from any game do you like the most? What parts do you remember long after playing the most? 2. Looking back, how many turns do your favorite games last? This is important to know the specific number of turns the ga
If you asked me to give an example of a very simple thing to add to the game that would improve it leaps and bounds, I'd have to say better tooltips. Right now, the game is very basic, and I understand that not all the mechanics are in place yet, but in its current state, GC3 has very poor conveyance. Say there's a plot of land with a symbol on it. It says it improves X and Y in the tooltip. What's the difference between the upward green arrow and the yellow carets pointing in 4 d
I noticed this when I spotted a graveyard just past my borders -- if I was manually controlling my ship, it would not allow me to move it past the maximum range, but if I then told my survey ship to automatically survey, the game would plot a course directly towards the anomaly, and would then grab it despite being out of range. As far as I can tell, this means AI ships also ignore the range limit as long as something they want is within viewing distance. Naturally, this is a very ear
Having to build 2 constructors to do anything with a Starbase is annoying. Yes, generic starbases are indeed useful for extending the range of your ships, but having to build two constructors just to get them to do anything else beyond that is very annoying and time-consuming. Constructors are expensive, and basic Starbases are not exactly well-defended. If this is a matter of balance, then the way Starbases are balanced needs to be retooled so this can happen, because right now, building Sta
[quote who="Starhawk11" reply="17" id="3415849"] Honestly Satoru1 that's one of the things about a lot of the "hard core" gamers, is they are basically career whiners. What I mean by that is if a game is released that is below their specs they go "Oh they dumbed this crap down for the "casuals" and their crappy rigs!" But if a company makes a game that actually stresses THEIR rig then it's "OMG These f-tards don't know how to make a good game!" while the OTHER-oth