adamb1011

adamb1011

Joined Member # 6156329
7 Posts 278 Replies 678 Reputation

The issue is that you can play a completely military free strategy rushing benevolent to get an early tech, industry and colony lead. Then at an appropriate time, roughly 50 turns or slightly after, you simply make 1 pragmatic choice then buy yourself an extra 100 turns to massively extend that lead. It completely negates early rushing without any significant investment in the tree at all. I also think the effect should be disabled late game. Ie, if you are pushing for

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I just think this needs to be at level 3 or so in the tree. The fact it is level 1 right now just means it is far too easy to reach for anybody. It should renquire a substantial investment in pragmatic. Also, it should probaby be "can't be attacked for the first 100 turns". Or similar. With those 2 changes it would probably be very balanced and also not too annoying for the player.

24 Replies 123,166 Views

The problem is that in endgame 5 star bases alone is enough to hit the roughly 300% threshold where a diversified planet is better than a non diversified planet.

29 Replies 75,461 Views

Putting 5 out is really easy pre range extend tech. Just pick the planet you want to focus on in a system and go for your life. Worst case scenario you get 4. Once you have range extension, 12 can be achieved

29 Replies 75,461 Views

Thing is Stanley, I dont see why it has to be that way. The team at Stardock is generally really innovative, and so I'm hoping they can sort this kind of thing out. Especially given the awesomeness of immense and 64 bit. Not much you can do about your computer though.

29 Replies 75,461 Views

Yeah Gilmoy. My equation was very simplified to just show the presence of a square term without getting into massive detail You are also right in that the actual solution is not 50/50 - its about making sure the total +manf = total +rp (or close as possible). Then there's the food (c) to factor in... I love optimisation problems! And yep, thats before adjacency etc. But the key is that im worried the square term will overwhelm the nuances. I personally just think it should

29 Replies 75,461 Views

Uh, that should be: c*(1+ab/2+f)/2*(1+ab/2+f) = c(1+ab/2+f)^2/2 Doesnt change the conclusion though.

29 Replies 75,461 Views

Its worth noting too that simply increasing the bonuses from buildings is not going to help. If a is the number of specialised tiles available, b is the bonus from specialisation improvement (ie factory/lab) and c some constant representing your food, and f is some number representing other bonuses such as starbases, tech bonuses, etc. then a simplified equation for a specialised planet takes the basic form of: c*(1+ab+f) While, a planet split 50/50 and running research projec

29 Replies 75,461 Views

This is made even worse when farms are taken into account too. Farms + lategame is already broken - there reaches a point where its better to just farm up then specialise, which makes literally no sense. I think the economy fundamentally just needs a retune / rework. One simple way to do this would be to let factory/lab/market bonuses compound multiplicatively with themselves and other improvements, rather than additively. All other bonuses are added additively at the end. This would

29 Replies 75,461 Views

With benevolent ideology + research, a quality 14 planet gets 19 use able hexes. I will go and do the math again, but I'm fairly sure the two strategies break even fairly quickly - and the effects just get amplified further as you add additional bonuses such as star bases, which give you free tech and production which disproportionately benefit the diversification strategy. In fact, given star bases are inherently diversified, I'm fairly sure the problem i

29 Replies 75,461 Views

So the stardock rep confirmed they want a diversified planet to be many times better than a specialised planet at its own game? That makes literally no sense and will screw up the economy of the game. I hope they come to their senses about this. There should always be a concious choice based on risk/reward for specialisation vs generalisation. Ie, creating too many research or money specialised planets and getting a tech advantage should lea

29 Replies 75,461 Views

Ah cool thanks for the link. From what I understood from the star dock poster there, they do view it as a bug. The key issue is that the bonus gets added on as base (gross), when to be balanced it should be added as net. Otherwise you get a compounded exponential effect that completely negates the benefits of specialising and screws over game balance for the aforementioned reason.

29 Replies 75,461 Views

Also, to be specific, to build the ultimate research world currently, the best way is to build your buildings such that your bonuses even out between production and tech, pump the slider all the way towards construction, then build research project?

29 Replies 75,461 Views

I mean, that would seem inherently broken to me. A research specialised world losing substantially to a diversified world just seems wrong - because in the event of an emergency the diversified world can easily start pumping out military units instantly. While the specialised world would spend many turns retooling

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I did a little analysis based on my understanding of the way the gc3 economy system works as described in the economy 101 post. Based on a planet with 40 pop and 18 available hexes (no capital to simplify things) - and with only a choice of factories or labs that give a 50% bonus... It appears that the best way to build a research specialised planet currentoy is to split hexs evenly between factories and labs (9 each), set the slider all the way to production (0% resear

29 Replies 75,461 Views

Galciv 3, latest beta patch. How has it been addressed? To qualify - by auto upgrade, I don't mean auto queue an upgrade. I mean instantly upgrade all your buildings to the latest tech standard upon successfully researching the required tech. With no investment of production or time required. this would obviously need to be balanced by increasing build times and costs for the initial building. As it stands, I can buy my first fac

29 Replies 75,461 Views

A few things: 1) one of the most frustrating parts of the game so far is the buildings system. It's extremely micromanagement heavy - every time you research an upgrade all your planets with that building need to go back and upgrade which takes loads of turns. Especially when midgame you can easily have 50+ planets. Which leads into the next issue... 2) buildings build way too easily and quickly. A few factories and 100% production and you chu

29 Replies 75,461 Views

Hey gauntlet, thanks for the feedback. I agree, the lighting is definitely distracting. It would be great if star dock provided a way to tone that down somehow. Until then, I guess you are right in that I should add smooth solid edges to mask it. And thanks for the feedback about the cannons - great idea

1,569 Replies 7,902,103 Views

I know there's been lots of threads about this already, but can you please work on this bug ASAP? Its so painful.. 200+ turns and multiple hours invested and the game becomes unrecoverable. Has happened a couple of times now. PC was using around 5GB RAM out of 8GB I was really looking forward to trying out the lategame too (yeah im slow - no patience for intense micro). The good news is, at least you've made an awesome game where a perma-crash after 200 turns i

1 Replies 6,395 Views

What do you mean by single view? I submitted a single 1920x1080 png file per ship containing a few different views of varying sizes. Was that the right thing to do? Would have been nice to get a little more guidance from stardock, but oh well.

59 Replies 214,949 Views