Stalker0

Stalker0

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

Ok some additional details for the math heads: 1) I put in a .001 discount rate on cumulative research. This means that research gained on Turn 75 is worth about 92% of research gained on Turn 1. This is the recognition that research early is better than research late. 2) Joe helped me recognize that the approval function has a ceiling component. However, in my work the values from the XML did not match what I was seeing in the tooltips or on the planets. What I

21 Replies 49,760 Views

So in the interest of the economic discussions (and maybe some help for Brad in coding the AI) I took a look at a simple challenge. 1) A Q10 planet. No crazy tiles or bonuses. I have put a very very bad picture of it so you can the configuration. 2) Start with 2.5 population (the default for a new colony ship). Also base Morale starts at 2.4 (meaning actually little expansion has occ

21 Replies 49,760 Views

Just thought I would do 1 more example for comparison. Lets take that same planet I mentioned above, and assume the 6 labs are done in a ring (so the middle gets a +5 adjacency). That would be a 240% science bonus. Now, ets make that the Tech capital! What's interesting here is that I have to remove the middle lab, so I take a pretty big science hit (75%!!!!) in order to do the upgrade. If I focus on manu on the building it still takes 11 tur

27 Replies 9,580 Views

[quote who="Wer900" reply="25" id="3546794"] Quoting JorgenCAB, reply 23 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. </di

38 Replies 27,796 Views

Update: Made a math error, new numbers now shown below. [quote who="adamb1011" reply="2" id="3546782"] I slightly disagree on the upgrades. Its not a bad idea to upgrade - its just a bad idea to upgrade earlygame . Lategame you will have a whole bunch of +manu techs, improvements, trade resources, etc, that make upgrading a much better deal and cost you far less in terms of relative output. You'll also (typically) won't

27 Replies 9,580 Views

[quote who="JorgenCAB" reply="19" id="3546715"] At the start of the game you want to concentrate on lots of basic buildings. Once you can get some approval and food buildings an populations start hitting the cap of the colonies you will destroy some buildings to make room for more population. As technology rice and you get more buildings that will add to the overall effectiveness you will start to replace and/or upgrade buildings. [/quote] This is actually an area that

29 Replies 86,042 Views

Its important that note that Civ 5 has very few units in comparison to Gal Civ 3. Civ 4 for example was all or nothing in its system. The more combats a game has, the more tedious retreat tactics become.

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[quote who="adamb1011" reply="11" id="3546729"] Why is the pleasurepark useful? Approval is really easy to get. 2-3 techs for the starbase upgrade and you are in at 100% until mid/lategame... then just trade for the approval resource. Problem solved. [/quote] I actually like it for the income. A few of these can pay my bills early on so I don't need to invest in wealth worlds, and can focus more on science. The approval part for me is actually the weaker part.

15 Replies 38,144 Views

A lot of posts have been circling these ideas, so I wanted to centralize them into a single discussion. And though I think its worth having the discussion, the reality is...so close to release I don't think any changes that we discuss in this topic should occur right off the bat, if even at all. The economy is such a core centerpiece of the game that changing it would have huge consequences. So here are the main topics I've seen discussed: <span

27 Replies 9,580 Views

Lets take a look at the ideology trees and see how their balance is looking. I'm going to go with a simple rating for now Strong Medium Weak Bad - Meaning badly designed. We will go in Tiers as that seems the best way to compare. Tier 1 Outreach 1: Medium. Only useful in the early game but a nice solid expansion benefit. Affinity 1: Medium. The building provides a solid morale bonus to

1 Replies 1,487 Views

Just a note, that in 6.2 influence starbases have received a nerf (or possibly a bug). Now that consulates do not provide a base influence bonus, the percentage bonus of influence bases is not as strong. The tooltip says that the base influence starbase provides 10% and a +1 influence. Its not providing a +1, so this may be a bug. I can say that a +1 influence would make influence starbases very very powerful.

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I feel like we have beaten this horse enough, the devs sounds like they will try a diminishing return model, so I say we table until we see what they got.

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[quote who="kestlstw" reply="8" id="3546608"] Morale does effect production but only at 100%, it also effects influence. However I agree for Synthetic patriotic isn't worth it, your production comes from huge populations not from approval bonuses. [/quote] Joe, the math expert around here, showed that it did adjust every 5% approval I believe by looking through the XML.

12 Replies 42,906 Views

[quote who="JorgenCAB" reply="6" id="3546322"] The "Pelasure Park" is useful but could you please give a good example of the "Durantium Refinery" being useful outside of very rare optimal cases? [/quote] I took the challenge and I realized that I was wrong. The uses for the refinery are very corner case, so much that I will echo the building is underpowered.

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Thank you Frogboy, I will actually write up a thread about my overall experience but yeah its been a hell of a ride. Good luck on Opening Day!

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In my gameplay I do find the Krynn very strong. They have greater custom techs, good growth and morale, prolific is just badass when you expand fast. They don't really have any big weaknesses.

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The balance for the Yor at least is that there production and research buildings are not very good...so the key is to focus on assembly projects. Your economy comes through raw people, not good infrastructure. Theoretically Yor would start to fall behind late game because their infrastructure starts to fall behind, but I agree they can do a powerful early slingshot.

12 Replies 42,906 Views

In Gal Civ 2, there was an exploit (don't know if it ever got fixed) where certain modules like the Terran's warp bubble got obscence targetting priority. It became easy to create 1 ship with invincible defenses that everyone would target, leaving the rest of your fleet to be all guns. I tried to test this out with the new targeting system. As my opponent at the time had fleets of all interceptors, I created a fleet of assault ships with 1 heavily armored guardian to see if I

1 Replies 9,762 Views

[quote who="androshalforc" reply="3" id="3546291"] 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 [/quote] I would argue the Durantium refinery and Promethion Pleasure park have their uses as is. The Antimatter plant and Thulium archive are absolutely useless

15 Replies 38,144 Views

I'll start compiling my list and grow it as I go. Gameplay 1) AI is much more difficult now. I'm playing on Challenging and feeling challenged! Also, the AI declared on my on Turn 67, finally some conflict! 2) I think the influence system has been nerfed too heavily because of the consulate change. Consulates used to provide +.3 influence, which was effectively 20-30% influence bump in the early game, which was further magnified

0 Replies 7,359 Views

To add in one note: Ship Designer: It would be nice to be able to select a bunch of ships and obsolete. If that is not possible, then leave the selection marker where it was instead of resetting it to the top each time I hit obsolete. That way I can clean out the default templates I don't want more quickly.

7 Replies 16,364 Views