BuckGodot

BuckGodot

Joined Member # 3891072
63 Posts 845 Replies 4,128 Reputation

[quote who="JorgenCAB" reply="14" id="3546891"]There is always the projects and money that can refocus worlds or help them develop. I don't see how the individual focus of planets really is necessary. [/quote] It's mostly necessary for solo worlds tiles and tiles away from anything else that you still want to sponsor a shipyard with. Say I have a planet in the middle of nowhere that only has five or seven usable tiles before tile improvements come in (and even then,

20 Replies 15,825 Views

[quote who="JorgenCAB" reply="12" id="3546881"]Again... remove the individual planetary focusing wheels and keep the projects is my solution to it. [/quote] Please no. A thousand times no. Not with the way economy works in GC III. Each planet is dependent on its own resources for building things instead of tapping into the empire wide resource/tax base. This means it can be [u]critical[/u] to make sure some planets are more focused on production than, say, research. &

20 Replies 15,825 Views

As of the last update to Beta 6, all planetary projects are now percentage based, OK. No real philosophical problem there, I suppose. Except. Except in the case where one is running a "pure" speciality planet. Then one is hosed if one runs a research or economic project. For instance, on planets that will be my main supplier to shipyards, I often will run 50:50:0 manufacturing to research to net income. On shipyard supplying planets that are r

10 Replies 7,319 Views

The other point to consider here is, unless one restricts ships to "one combat per turn" (and [u]THAT[/u] would send [b]FAR MORE[/b] people howling), it's a kinda useless mechanic. Oh, my pirate opponent managed to get away. No bother, I'll just kill him with the five moves I have remaining. Unless one attacks on their last movement point, it just becomes a tedious "move sink" to deal with people who survive a battle. Not saying that it can't be loo

4 Replies 4,525 Views

On today's devstream Paul mentioned that the empire penalty was changed from 1% per planet to a flat -.02 and that he thought this was far too small and that he would be looking at it again. This makes me think that the current .2 was an XML error and in fact NOT working as intended. But the chat was extrmely laggy and had to be rebooted several times, so I can't confirm everything he said until/unless the YT replay goes up in full. He did mention that he still wan

38 Replies 27,810 Views

[quote who="Ex Mudder" reply="1" id="3546443"] When I play with the Altarian tech tree as a custom faction, I get to use the Biosphere manipulator once on a Soil Engineering tile. The text says multiple times, but I have never actually seen that happen. Didn't even realize it was supposed to be more than once. I also get a "Universal Soil Adapter" from Habitat Improvement. [/quote] I [b]suspect[/b] it is suppos

15 Replies 9,456 Views

If I understand things correctly, the Biosphere Manipulator is supposed to be the Altarians version of the Ultra-Terraformer. The amount it takes to use one to fix a tile certain;y suggests that. As does the fact that the tech that unlocks it (Paradise Worlds) gives a separate improvement that allows one to upgrade any tile anywhere on the planet at the same time. However throughout the beta, it's been a one per planet, unlike the Ultra-Terraformer. This puts the Altarian fa

15 Replies 9,456 Views

[quote who="Nastytang" reply="6" id="3546010"] Well on a Insane map with over 200+ planets I hit 0 Morale so it is too large. and yes I had the Ideology trait and had 9 starbases for morale!!! My large empire penalty was over 200% with 200 planets. [/quote] That is the [b]old[/b] penalty. The new one (for games started today after the patch dropped) isn't percentage based. :)

38 Replies 27,810 Views

[quote who="maniakos" reply="11" id="3545986"] If it's indeed 1 per player then it's a very sad thing... [/quote] It is not 1 per player. :) I just confirmed this on the 6.2 opt-in patch.

13 Replies 16,422 Views

Every Harmony Crystal gives one +1 morale. On a map with 1000+ planets, you're going to get a [b]LOT[/b] them. At the very least, one can trade for them. You're also going to get a lot of Approval Relics. Cautiously optimistic about this change, actually. Flat is [b]FAR[/b] easier to overcome than percent in this game. EDIT::: Also, let's not forget the Malevolent trait that gives a boost to Approval for conquering planets. Last I checked, that wa

38 Replies 27,810 Views

All terraforming tile improvements [b]EXCEPT[/b] for Ultra-Terraformer (which is based on the lowest level of tiles that can be fixed) can be used exactly once per planet. This is by design so players won't build Super Planets too early. It's something I personally disagree with, but I realized long ago this was a lost battle and moved on. ;) As it is, making it so all the terraforming tiles can be used as many times as one wants is trivial to mod. Literally

6 Replies 3,470 Views

I brought this up earlier in the beta, and a few others have as well, but I'd like to address what I think is an oversight in the tech tree for the Yor. Namely, they are the [b]ONLY[/b] faction who are unable to extend their starbase Area of Effect. I believe the reason for this might be that their range extension techs are placed in a different section of their tree instead of being based on "Life Support". While this might not seem like a big deal, it does hurt

0 Replies 1,228 Views

[quote who="Ex Mudder" reply="16" id="3545474"]Gah, I need to proofread better. I think common has too many planets, and especially too many multi planet systems, but both abundant and uncommon look good. But I could see both uncommon or abundant being tweaked, or even another level added with even more habitable planets then abundant. [/quote] The thing is, this is easily moddable. Just play around with the settings in MapSetupDefs.xml. Might even be a

18 Replies 169,279 Views

[quote who="Seilore" reply="8" id="3545402"] Quoting BuckGodot, reply 7 Heavy Gravity Worlds were in GC II. They might have been in at one time as part of the devlopment cycle for GC III, but replaced in favor of Frozen Worlds. The problem with all these theories is the icons still exist

11 Replies 3,340 Views

[quote who="Lucky Jack" reply="18" id="3545461"] There is a great inconsistency here, since a survey ship running in auto-survey mode will quit after surveying an anomaly until the next turn an a survey ship in manual mode can be directed to analyze several anomalies in one turn. If nothing else, I think Stardock should correct this inconsistency by having the ship continue in auto-survey mode until all move points are expended. [/quote] Oh is [u

19 Replies 38,484 Views

Heavy Gravity Worlds were in GC II. They might have been in at one time as part of the devlopment cycle for GC III, but replaced in favor of Frozen Worlds.

11 Replies 3,340 Views

[quote who="zingo77" reply="2" id="3545349"] It has to be some modifiers, though haven't tested it deeply and haven't noticed immediate changes, as when these techs are unlocked, you have already big influence. [/quote] You'd think that. But they are, quite literally, the [b]ONLY[/b] techs in the Terran Tech Tree without icons that explain what they do. Well, except for the few techs that are so completely self-explanatory that they don't [b]need[

5 Replies 12,713 Views

As far as "useless techs" go, as far as I know, the only confirmed useless one right now (in the Terran Tech tree at least) is Antimatter Containment. It [b]used to[/b] provide an anrimatter improvement, but that was taken away when resource based improvements were expanded. But nothing was put back into it to replace it. The other potential candidate is the Precursor Relic Focus spec tecs. I started a thread on that to get feedback on them, and so far no one

8 Replies 5,397 Views

%boost to moves are great and i always take them when I can. As noted, they stack. Furthermore. at .5 and above, they round [b]up[/b], not down. Thus something with 4.5 move becomes 5, which is a tremendous advanatge in the early game. At least, IMO.

8 Replies 5,397 Views

Subject title pretty much says it all. But to expand a bit, the there is a specialization trio in the middle of the Engineering Tech tree called "Precursor Relic Focus". In them are the following three techs: Precursor Technologist (Increases Precursor relic research benefits) Precursor Cultural Studies (Increases Precursor relic cultural benefits) Precursor Capitalization (Increases Precursor relic economic benefits) But unlike nearly

5 Replies 12,713 Views

It was much higher in the initial stages of the opt-in patch. ;) It used to be 40 before the patch, was raised all the way to 250 during the first part of it, and is now sitting at 150. Basically SD felt shipyards were [b]far[/b] too easy to build. Now they are trying to find the sweet spot balance wise. :)

2 Replies 14,221 Views