trims2u

trims2u

Joined Member # 4185237
32 Posts 334 Replies 869 Reputation

OK, pet peeve here folks: For this game, Linear growth is generally achieved by flat bonuses. +1 bonus increase that stat by 1, not matter what the value of the stat is. This can also be called incremental growth. Polynomial (or multiplicative) grow is what % bonuses usually do: they increase that stat by a certain amount. Each +X% increases the stat by the same amount as the last +X%. That is, it's Stat * (1 + (X + Y + Z)/100), where X, Y, and Z are % bonuses.</

65 Replies 186,091 Views

And, none of the balance/bug issues with the Mercenaries brought up in this thread were fixed: https://forums.galciv3.com/485260/page/1/ Guys, this is low-hanging, low effort, non-controversial, obvious fruit for fixing. Also, being able to Diff the XML between releases would be sooooooo much simpler if we could have it in a DVCS repository somewhere. It's hard to do it right now by myself, because it's very difficu

7 Replies 95,008 Views

[quote who="lyssailcor" reply="144" id="3691725"] - You need 1 population to operate 1 building. If you have less population then all your people have to work too much which decreases overall efficiency (produced output) by a factor of (pop present / pop needed) ^ 2. If you have too much pop then there is unemployment which decreases efficiency also by a factor of (pop needed / pop present) ^2. Other morale effects like rebellion could happen also more easily. - Higher t

299 Replies 1,809,242 Views

[quote who="lyssailcor" reply="144" id="3691725"] - Every tier 1 building produces 1 point of output flat (factories 1 point of production, research labs 1 point of research, markets 1 point of wealth) [/quote] I'm ok with this, since it's straightforward. Pop then gives no raw production at all, or very small (say 0.1/pop). [quote who="lyssailcor" reply="144" id="3691725"] - Specialization occurs through adjacencies. Every building gives 1 point of

299 Replies 1,809,242 Views

[quote who="Frogboy" reply="106" id="3691551"] The issue is that production has two inputs: Population & Improvements. Regardless of whether Population increases at logrithmic, linear or exponential scale, you still have this general issue where one path is inevitably going to be better than the other. [/quote] One minor note here: it abso

299 Replies 1,809,242 Views

[quote who="Syrkres" reply="116" id="3691579"] Quoting Seilore, reply 99 Regarding cities/food why not tie this back to moral as it was in Galactic Civilizations II? the more people you have the more entertainment buildings you need so no hard cap but, it limits itself by not having enough things to do to keep people

299 Replies 1,809,242 Views

Honestly, let's not mess with things too much in terms of the economy basics. I'm not a big fan of requiring arbitrary resources for anything other than special (i.e. Galactic or one-per-civ) buildings, as that produces really bad choke points that, while Humans can be good at compensating, AIs have a hard time with. Our current problem seems to be that Population and Raw Production are 1:1. That's linear growth, and it's extremely hard to beat that with anything in the way of w

299 Replies 1,809,242 Views

[quote who="Seilore" reply="60" id="3691397"] Quoting Icemaniaa, reply 59 Oh, and music that rivals Stellaris Music is already awesome [e digicons]:)[/e] [/quote] It's pretty good. But the Gold Standard for space games was the original Homeworld. Whomever did the orchestra

299 Replies 1,809,242 Views

Currently in Crusade (playing Terran and a couple of other races that are basically similar), they have growth rates that are sufficiently high as to take more population in a colony ship in the beginning. A couple of considerations: You start with a 5 pop planet at about 60% approval. Ideally, the best is to keep a world at 75% or better - the bonuses make a different. Raw Production (the basis for everything else - Ship, Social, Wealth, and Research) is more

12 Replies 28,445 Views

Galactic Intelligence Agency is a Research Improvement, but provides a +1 adjacency to Tourism(?!), Wealth (ok, maybe), and Influence (yeah). But not Research? That makes little sense. It also gets an Influence bonus for each level. So, what, you're supposed to park this next to Tourism/Wealth/Influence facilities (where it gets no adjacency bonus), use up a valuable Research bonus tile, or put next to Research facilities (which get no adjacency from this)

65 Replies 186,091 Views

The Praxis gains +5 Malevolent every time it wins a battle and survives. This is horridly overpowered. First off, it should never apply to battles with pirates, otherwise you just farm Malevolent by doing nothing than having it kill pirates (which is a no-risk proposition). Secondly, even when fighting "real" enemies, +5 is ludicrously high. A +1 is far more reasonable. Balance . Apex is merel

10 Replies 65,770 Views

Bug in the Elevation Foundation improvement (benevolent). The Ideology screen says that this gives "100% to colony approval, and 1 benevolent point per 5 turns" The tooltip when you scroll over the building says "boost colony's morale while generating a benevolent point every 2 turns". The ACTUAL stats are: Benevolent points/turn: 0.1 (1 every 10 turns) Morale: +25% Every Level: +1 Morale 1 Maintenanc

65 Replies 186,091 Views

OK, I'm now looking at most of the Mercenaries ships, in light how things are now. I'm going to use this thread for regular status updates on the various ships, and I'd like it if other people looked at them and put their opinions here. Please label things as BUG if they are obvious broken - that is, if the actual behavior is different than the stated (or obvious) purpose, or the values are such that they cannot be used for the p

10 Replies 65,770 Views

If you can have multiple instances of a Mission in a shipyard queue, this fixes the problem without having to worry about an auto-repeat feature (and it's warts). Queue up 5 Treasure Hunts, and maybe in 40-60 turns you have to do it again. Problem solved.

8 Replies 26,629 Views

It would probably be nice to just have more than one Treasure Hunt (and all other Missions) queueable. That way, you can repeat it as many times as you want, and when the queue is finished, it pops back up as Idle.

8 Replies 26,629 Views

[quote who="Franky999" reply="8" id="3690872"] Yes, Factory is underwhelming and probably should be given a buff, as does the Xeno Research. I like the idea of giving them a small flat bonus as their primary trait. The others are just fine as they are. I am curious to know what flat value are you giving them [/quote] I'd go with a +0.25 flat value for All Production (factory) an

10 Replies 51,736 Views

I find that it's more than worth it to build a Deep Core Mine or Space Elevator (occasionally both) on EVERY planet. They generally boost overall productivity of the planet by 50%, which is pretty substantial for between a 5 and 10 turn investment on the planet. Starports can be useful, but much later in the game unless you've got an luckily well-placed Tile bonus for them to use. Both Computer Core and Galactic Mainframe are VERY much worth it, but they also have to be carefully plac

10 Replies 51,736 Views

I haven't paid that much attention to it, but I did take a closer look tonight as I was constantly running through new maps and playing 10 turns. Pretty much ALL of the Mercenary ships you can hire that have a Survey capability have a sensor range of... 2. They also tend to have slow speed, and either a very short range or a ludicrously long one. That makes them almost completely useless, and certainly not worth the money they cost, unless you're one of the few civilizations t

2 Replies 28,818 Views

I think that info on demographics would be interesting. My gut says that TBS has probably the oldest average age of any game genre, and also probably the most disposable income, too. As I've gotten older, things like puzzle games and FPS have lost their appeal, particularly as most of the latter turn into MMO in order to play at all. I'm also not willing to put the money into a max-graphics machine anymore ($400 graphic cards and $1500 machines to run them in are silly, when a $

40 Replies 236,578 Views

[quote who="Taslios" reply="10" id="3690630"] Alternate option: Play Benevolent and never need to build a single moral building until you get to 16+ population... >.> [/quote] Umm, that bonus only works on your first 5 colonies. In any decent sized map, you've got 10-20 colonies, and most of the better ones you want to have high pop on are NOT going to be the ones you settled first. Not to mention

15 Replies 153,015 Views

As someone who's run this kind of effort, it's really pretty trivial to do if you're not tied into something like Perforce. You don't have to publish the codebase, you can just expose the XML sections; tagging makes it simply to pull and build from multiple different repositories. Good organization would dictate that you DON'T keep the XML in the same repo as you do the actual code, too, even if it's internal-only. And given the benefits for everyone, even if there was some fees

7 Replies 20,038 Views