Stalker0

Stalker0

Joined Member # 3557745
90 Posts 405 Replies 20,760 Reputation

[quote who="Vidszhite" reply="2" id="3544697"] 1 population worth of Production, not Research or Income. A Xeno Farm is still a better investment even before you take the Approval into account, especially since you can get +4 approval for free off of Supportive Population. If +5 raw production is too much, make it +3, but I really do think +5 and limit one per planet is the right balance. [/quote] Its a common misunderstanding, because the word production is terribly used in

6 Replies 14,283 Views

Number 1: I agree with all of them except perhaps the Durantium Plant. It might need a little tuning, but remember its effectively +1 population without requiring any growth and no approval. The other two are garbage as they are. Number 2: I can agree to this. Number 3: I've also noticed this. Number 4: I'm on the fence about this. Honestly once your in the stinger weapon range a small fleet of small ships can take a starbase. And the thing about starbases are

6 Replies 14,283 Views

So after many games of 6.1 I've generally loved the polish, performance enhancements, etc. But the same annoyance keeps happening, the AI will not declare war on me, at least through the first 150 turns. So other than the occasional pirate attack, I don't worry about the military part of the game. I don't need weapons and defense, I just go made colony buildings because I never have to worry about the AI, ever. This is on suicidal as a note.

8 Replies 15,927 Views

There is no tooltip that says approval affects production...however brad did say it does in one stream. i have seen some prod numbers I couldn't explain so this might be it

18 Replies 5,616 Views

While we are on the subject of projects, I find it odd that if i am producing just 1 social Manu...I get a 25% growth from birthing subsidies. i will often set my research and Econ planets to 1% Manu just to get that growth bonus.

94 Replies 3,090,605 Views

there does seem to be a problem based on those screenshots. Doing some very quick math the approVal numbers in the second and third screenshots are lower than the tooltip math would indicate

11 Replies 10,747 Views

[quote who="Stalker0" reply="9" id="3544163"] Quoting Illauna, reply 8 I donno. The adjacency bonus + production that doesn't require me to burn up tiles for farms + approval buildings. It's not terribal. Unlike the research building. Yeah, I don't think the refinery is amazi

12 Replies 3,107 Views

[quote who="Illauna" reply="8" id="3544138"] I donno. The adjacency bonus + production that doesn't require me to burn up tiles for farms + approval buildings. It's not terribal. Unlike the research building. [/quote] Yeah, I don't think the refinery is amazing anymore but it still has use. Agreed that the thulium building is garbage, unless you are surrounded by 3 or more tiles the basic research building provides more.

12 Replies 3,107 Views

One thing to factor is that its +1 production, so it helps manu, research, and wealth. So if you are growing a base with heavy research labs...an extra +1 production may get you a lot more than the research building...at least for short term gains.

12 Replies 3,107 Views

[quote who="erischild" reply="3" id="3543186"] There is a type of player that sends unprotected settlers out in Civilization and then complains when the barbs kill it. Most of them turn off barbarians. You can do the same with the Pirates. Otherwise you can keep complaining. [/quote] in civ 5, workers will stop working in an enemy is nearby and give me a chance to micro them. games get better...looking at how it used to be dosen

36 Replies 152,553 Views

It doesn't sound like the large empire bug because it was one more planet. A small drop in approval maybe, but the op reported a massive drop after taking 1 planet, which doesn't sound like the large empire penalty

11 Replies 10,747 Views

Frogboy, As I think you can tell by our comments, we are really hungry for in depth explanation of combat. Not hungry, ravenous!:) I will echo a number of concerns about the ship roles. I like the idea that we can tweak the targeting of our ships...but right now ship types that "leave the main group" are significantly weaker than those that don't. Right now, its too easy for a fleet that hangs back to obliterate the small force that sp

29 Replies 236,330 Views

[quote who="gamer1421" reply="1" id="3543510"] That should result in massive happyness penalties and riots. Imagine hearing about friends and family being sold to another country. [/quote] Unless they went the old British -> Australia route and everyone in the ship are prisoners:)

7 Replies 6,406 Views

So other than bugs, I'm going to try and review balance areas that can be tweaked before going live. This thread is dedicated to starbases. Note: This is mainly a balance discussion. This is not meant to brainstorm wholesale changes to the starbase system, as that is not practical so close to relase. Base Starbase Defenses I feel that the current defenses, while strong, are appropriate. However, I think the fact that

13 Replies 3,681 Views

[quote who="trims2u" reply="115" id="3543464"] DO note, that tech specialization (and preclusion of alternates) happens in the Real World all the time. It tends to be heavily reinforced by the "installed base" legacy issue. [/quote] Honestly, I am getting tired of the "realism" argument (and trims2u this is not directed at you but this argument point in general). The "reality" is....both sides are realistic. In this sci fi world we have, both options woul

156 Replies 662,947 Views

[quote who="JorgenCAB" reply="11" id="3543333"] You don't seem to understand or rather want to understand what the OP is complaining about!! He is not complaining about the pirates but the unnessecary micromanegement easily fixed by having ships auto stop when a pirate or enemy ship enter into sensor range. There is NO problem avoiding pirates in the game just as long as you move one or two hex at a time. There IS an easy solutin which would add other help in the game REDUCING

36 Replies 152,553 Views

[quote who="NanakoAC" reply="3" id="3543423"] have starbase maintenance costs increase with distance from the nearest owned planet. make the AI aware of this, and factor it in economically. There should be a certain range at which harvesting resources is prohibitively expensive imo. [/quote] +1 on this idea. I also wouldn't mind if it was adjusted by life support tech, so makes those techs a little more attractive.

11 Replies 5,560 Views

One thing I am noticing is that while some planets are flipping at 3.7x (I haven't seen one flip lower than that), I have others that are 17x influence and haven't moved from 0 (and I don't mean minor races which have the flip immunity). At first I thought it might be the malevolent bonus, but I've flipped planets for that same race. So either resistance scales really really strongly, or this is a bug. One other thing to consider,

4 Replies 2,006 Views

Overall I am liking this change, influence is much more difficult to use to batter down planets. That said, I think its tuned just a bit on harsh side right now. Before I could start flipping a planet with 1.2-1.5x influence. Now it takes me about 3.7x. I would think a 2.5x-3x would be a good middle ground.

4 Replies 2,006 Views

[quote who="00zim00" reply="20" id="3543142"] Similar to what people have been saying, I colonized a planet and my Colony Capital starts on top of a Research Tile bonus. Is that a bug? Because Im guessing that dosnt actually give my capital a bonus at all? kinda wish it at least was on a space without the bonus. the planet was only size 3 and it had a bonus 50% research that feels kinda wasted now [e digicons]:([/e] [/quote] I saw that too recently and do think i

31 Replies 118,629 Views

I really like the idea of tieing in resistance to stopping culture flips. Makes sense, and gives me another way to hold up against influence. We will see if the numbers are balanced of course, but I like the concept. And edge scrolling, woo hoo!

43 Replies 78,327 Views