I tend to play Iridium and build both the free market and iridium store on all planets so I have a lot of influence already and so far I haven't seen much change with cultural starbases. I don't know if its that the AIs are building more influence buildings or the bonus isn't noticeable with the the other bonuses I already have. Back to asteroid mining, I'm of the opinion that having asteroids only to house durantium is pretty lame. Let me us
kestlstw
Personally I'm not a big fan of having to spam ships for freaking everything. If I didn't have to spend so much time and effort to build the damned starbases I wouldn't be so adamant about starbases with defenses having teeth. Having said that I do bow to reality and make sure my starbases have defenders at the moment but I would prefer not to have to spam constructors and put some teeth on my starbases, especially my forward ones.
I'm not saying they shouldn't be if they are undefended and don't have weapons but if armed and armored they should take someone with them but even a small fleet should take them down. I also think that even though they are only lightly armed shipyards should at least scratch the ship that destroys them. It seems like any stationary target is automatically destroyed without shooting back at the moment. I don't think I've been as clear I m
https://forums.galciv3.com/460137/page/1/#3513096 Tetrasodium posted it.
From my experience killing undefended starbases with small ships they kill the starbase with 4x the hit points without taking damage. I think I was using missiles so they may have sat outside range and pummeled it. Starbase weapons and armor should be on at least twice what large ships are packing, currently they are a joke, hopefully next beta they will be improved and won't be pushovers. Since starbases can be easily avoided I think the best way
I have to agree about the micro, its bad enough mid to late game when you have dozens of planets and get a new terraforming tech. This is one of the reasons I want terrafomers to be something along the lines of you build a terraforming platform on an tile that will open up but hasn't yet and over years the planet becomes Earth-like with more tiles opening up as time goes by. Have this in 3 tiers, one habitable to Earth-like, Earth-like to paradise and extreme to habitable off the ex
Tried them a few times and mostly got my ass kicked, they are slow to get started. That they don't have a small planet in the same system actually sets them back but that will likely be resolved when extreme worlds come in. The real issue is the inability to build and grow population. While I understand Stardock wants to make them play differently, I can't think of a reason why a synthetic race would not automate building more of itself as much as possible. I h
I haven't played the Drengin at all and thought slave pits were tier 2 not three. I was invading Drengin planets and they never had anything above Slave pits that I thought were tier 2 but the Terran and Iridium planets I invaded had tier 3 and 4 manufacturing buildings.
Not all races stop advancing manufacturing buildings, in my current game playing the Yor, my manufacturing building the the Drengin stop at the second level but the Terrans and the Iridium continue to advance. May be tied to ideology but I can't be sure. Without starting a new game.
I always turn off the music pretty much first thing in a new build but generally like the rest of the sound effects. The added sounds are jarring and annoying I think it turned them off when I was building my second colony. I would like to turn off the on build and turn sounds but leave the rest.
Basing morale only on global economy is why morale shouldn't be tied to just the economy. Its a good idea to have g&s or consumer goods or something like that as part of the equation but leaving it as a set value just encourages low populations especially if its local only. I think the best solution is that morale should not be mainly based on each planet individually or just one contributing factor.
I haven't had much time to play so far and mostly have been trying out the Yor but so far I hate g&s for morale as implemented in beta 3. Then again I hate managing morale as an entity unto itself. I liked being able to adjust the economy to increase morale, in so far it makes sense to me. I realize its a game and the devs don't have unlimited time to implement something complex but I would much prefer a system of morale based on societal and cul
I believe the option to choose a tech and have the prereqs for it researched until it is achieved is a planned feature. Personally I would prefer a queue where I could choose what order I research techs rather than choosing a new tech every few turns.
It was in that "corner" probably the worst possible starting position.
I started a game last night with common habitable planets but I was trying the Yor and didn't micro my population enough and restarted with another game with the same settings. The first game I had a really nice starting spot lots of habitable worlds and several really nice ones. Starting position for that game was on the right side of the map. The second game there were only 2 habitable planets in range of my scouts, I had to get to the edge of my survey range before I
That works, especially with carriers coming. If large ships could only target one ship per turn carriers would be overpowered.
I wouldn't be opposed to technology allowing ships to target multiple opponents or scanning tech needed to intelligently determine how much to target on a single ship but every warship only being able to fire at one target at a time is poor warship design. Even as a game that mechanic doesn't make sense. This also encourages large ships with low offense but huge defenses making large ship fights tedious slug fests if either side can do any damage at that point. I think the targe
On Friday in the Dev Stream it was announced that the combat viewer will not be in the next beta. I'm only concerned by this in that I want to know how combat is resolved so I can make informed choices for ship design. I assume there is an internal tool to see how combat resolves that is not graphical, I would like to be able to see that. Personally I could care less if the game ships with the equivalent of stick figure ships because I can't control the combat I just
Personally I hate the approval system, as Emperor I shouldn't have to build the peasants entertainments, I'm concerned with macro scale improvements(industry, research, economy), the military and foreign affairs. If I have to deal with approval, it should be based on domestic policies not that I built a damned stadium. Not that anyone seems to agree with me on that point... I see both sides of the argument on maintenance costs affecting morale.  
I'm hoping beta 3 comes out this week so we will can learn more about how the combat system works. Paul has talked a bit about how combat works so far and it sounds like swarms of small ships are a viable option. I'm just hoping that larger ships have some benefits against small ships. For example I would be really upset if my large ship has to kill small ships one at at time if it can split its fire and still kill the small ships. So far
I asked in another thread about modded buildings and the AI, I want to mod in robotic factories that can be build on terraformable tiles and have a set output. The responses I got from other players was that the AI will not use these buildings. However I started thinking about how Paul talked about AI behavior will be affected by attributes to make them more or less aggressive in different ways. Will players be able to mod those as well and could those attributes be used to
Yeah, I expected that. It would take a lot of programming time to implement an AI that would use modded buildings correctly.
I've been thinking about modding factories or adding another option for robotic factories that can be built on terraformable tiles once the game is released to get an option that the community doesn't seem to want. As I was thinking about how to to add that functionality I realized a human player using the mod would easily see the how and where to use those options but what about the AI? Will the AI use modded buildings that function differently than the original? Wi
@SD I would love automatic migration between planets but that doesn't seem like something SD is even considering. I think citizen specialization could be good if done well but really is probably just more micromanagement. I really think that tiles on planets is redundant, let me just build twice the number of buildings of the planet class, put them down randomly and kill adjacency, and use the production wheel for micro. </
At the moment the AI isn't really in the game, it just grabs every available planet it can and in beta 1 attacked when it encountered others. In beta 2 it can be perfectly peaceful if you don't want to conquer it. The AI doesn't build star bases and doesn't optimize its planets very well and only give any sort of challenge because it has huge bonuses and gets to lots of planets to crank out lots of ships. Even then its not that challenging but it is a bit fru