I have no idea how I did it, but I was able to skip Energy Deflection Theory and go right into later techs. There is no tech trading allowed, so I was not given the tech through any means.
Stalker0
I don't think defense needs to scale by size per say. After all, because defense works on every attack, effectively adding a lot of defense to a single large ship already gives it a lot more staying power against swarms. Now I think its a reasonable debate on whether defense is strong enough per module. I personally never put it on tiny and small ships, only on medium do I start to consider it, and then it can be a debate as to whether more defense is really worth the loss of offense.
Fixing the Tourism Buildings Part 1: The Problem with Tourism Tourism is a weak yield, because GC rewards specialization over generalization. The core yields + adjacency system + special building multipliers all work towards specialization in GC. It is far more effective to create a "money planet" and an "influence planet" than it is to create "2 half money/half influence" planets. Take the Galactic Bank as an example, that buildi
If you build the Spice Market, you get a +1 individualism. However, if you destroy the market and rebuild it, you get another one, allowing you to game ideologies by constant destroying/rebuilding.
This thread is to take a look at tourism buildings from a balance perspective. I outline my the issues with each building in this post. Two posts below that I outline my general fixes. Spice Market This is a very special, one time only building (that you need a specific tech to research), so your expecting it to be pretty nice. I
[quote quoting="post"] The way logistics/miniaturization now works, small ships are actually better in nearly every way compared to large ships. [/quote] Pound for pound its true that smaller ships have more slots per logistics than larger ships, so at first it can seem like a no brainer "why not just use tiny ships all the time?". And that is a viable strategy especially around military starbases which boost each ship. However, once you understand the interact
In my head cannon, a hex doesn't represent X light years, but rather X units of hyperdrive travel, and hyperdrive is affected by things like gravity. So 3 hexs from a blue star might actually be significantly farther than 3 hexes from a yellow star, etc.
This thread is to take a deeper dive into control and executive orders. The goal is to see which orders are working well and which ones could use some work. General Notes I'll start with just a few notes about EOs in general. Control is not a scarce resource. I have rarely found in any game of GC for control points to be a major limiter of EOs. Maaaybe in a corporate game where you are rushing everything all the time, but with most races control is
Wanted to see if others have noticed this, or if its just an anomaly. Last 3 games I tried small sector sizes, even with normal nebula rates. I had 0 promethion sources in all 3 games for the entire sector, had to use the bazaar for my entire supply, was even rarer than Elerium. Anyone else experiencing that?
Here you go. Note I have played some games since the freeze. https://drive.google.com/file/d/1hrroxAPpyT4__m4GQhAYhx4gq8VXmXni/view?usp=sharing
Unreponsive but still running
In the screenshot below, you can see that based on these numbers my tourism should be significantly higher. This lower tourism is the one going into my income/influence calculations according to the tooltips.
Note that each option for the Everwar shows the same benefit:
[quote who="MindlessMe" reply="2" id="3851280"] It's an interesting idea. How do you limit "slotless" modules? Is there only one allowed per ship, or would the player be able to put as many as they wanted so long as they paid the construction costs? [/quote] It would be limited as it is now. For example, you can only have 1 +4 hp module, and 1 +4 /+20% hp module. You can also only have 1 +25% attack module. Those restrictions would still be there.
Here are my thoughts on the general balance of the civ attributes. I will only discuss those I think are a bit out of balance. Influential 2: Inf 1 is fine, giving +10% influence. But 2 providing only +15% is weak. Explorers: I don't find range all that useful, at least not enough to spend points on (as probe modules handle a lot of this). I would at least
Ok freeze is harder than I thought. Even if I only build 1 manu building for stevenson, and choose not to investigate the anomoly, the crash still occurs.
This is the first freeze I have seen in the game over many games now, and its a consistent freeze. Version: 1.0 Reproducibility: The planet stevenson requests infrastructure. I have placed research districts in every possible space (not sure if that is required but I note it). Game will ask if you want to investigate a defended anomoly, say yes. The battle will commence, and freeze on the battle screen. File: https://driv
No matter what attempts are made, there is no way to boost approval beyond 96%. There is no in text justification that I can see, and when you hover over the approval bonuses, they are often much more than 100% when you sum everything up.
The way the Virtual World reads, you would expect its adjacency approval bonus to work the same as its primary (aka a galactic bonus). However, the bonus is a planet bonus instead. That is fine, except there is no way to know that based on the text alone.
All of the special techs in the Arcean line suggest that they will give you some kind of special building or something, but they actually provide no benefit, just leading to the next special tech that also provides no benefit.
[quote who="DerekPaxton" reply="2" id="3851161"] The damage roll is normalized. It isn't a straight die roll. When the range is so small (1 or 2) its normalizing to something between and then losing the decimal and ending at 1 almost all of the time. The normalization is good to keep battles from being to swingy, but it does look weird at this low of a range. [/quote] There is also no info about this at all in the wiki, or anywhere else I can find. So what does th
Just highlighting how important being able to always see level bonuses BEFORE you build the buildings. Beacon of Babylon, considering its +3 to research adjacencies, I assumed the play was always to surround it with research buildings. HOWEVER, the building itself gives +.2 RAW science and +1 influence per level, and considering culture districts offer a +2 level bonus, suddenly you can really rock your science AND influence with culture instead. Never would have known that if I hadn'
A few new ones: Plains and Forest planet tiles have the same color, making it hard to notice that one also provides a bonus to research. Pirates/Iridium/Bartak all have the samish white color, I can never tell their ships apart at first look.
Btw, in case people are curious how likely this is to happen "without an error", the odds are: 1 in 2,582,063,386,850,963,586,074,117,355,896,422,046,251 So unless weapons are not designed to be equally distributed, the chance this occurred based on pure random chance and not some issue is exceptionally unlikely.
[quote who="jimbo4822" reply="7" id="3850859"] nice guide I am trying it out,one question how does the spoor work. Been playing the game for a bit i get the culture points but done see an option for the spoor to convert the dead planet thanks [/quote] Its an artifact. Go the artifact screen, click on it, and then click on a dead planet.