That's silly. Farms are useless before hitting population cap or
eviator
LOL'd
I did a test starting in Age of Ascension colonizing a new planet with 2.5 billion pop. Going from a Basic Factory to Industrial Sector took 41 turns. Then I reloaded that save and just added the production numbers without building anything, like it would be if you went straight for an industrial sector. At 393 cost for an Industrial sector, that took 45 turns. So it's actually much less of a difference than I thought. I wonder how building 3 at a time, so there is adjacency bonus
Well again the fact that population = production probably comes into play here. A low population planet will take a LONG time to build an Industrial Sector. Perhaps longer than if it progressed through the various tiers of factories that start giving manufacturing bonuses. Perhaps I'll do a test of that. Anyway, if true that means the GC2 method of automatically having you build the higher tier version wouldn't work so well for low pop planets. Having the option to just go straight fo
Very interesting, so maybe the better versions are more in line with what the devs want? I hope so.
I just checked the Altarian and Iridium factories and they are the same as the Terran ones. Only the Drengin ones are weak.
I've never heard of RBE, but I always imagined what it would take to get a Star Trek-like society. #1 is practically unlimited and abundant energy, but really the absence of scarcity is more general. Well, is it really achievable? I would imagine in such a society population growth would outrageous, and eventually there would be scarcity of free space and privacy, so much so that people would be willing to pay to get it. Maybe we would self-govern our reproduction as more "enlightened" pe
No wonder I do much better with Terrans than the others. Think this is a bug of incorrect stats, or is this intended? I remember a thread from way back talking about how farms are better than factories for increasing manufacturing (though there is a cross-over point in the very late game). The devs mentioned intending to make farms less OP, I wonder if the Terran numbers are a way for the devs to test that, and if so when was that change made. Eh, just conjecture.
[quote who="peregrine23" reply="1" id="3496866"] I was running some numbers on the Drengin Slave Pit and its upgrades compared to power plants and it is sad. The slave pit gives the same adjacency bonuses as the power plants but doesn't receive any bonuses or have any bonus of its own. This makes it extremely weak. The fact that it also benefits research is nice, but because the Drengin still get the Cooperation Center line of improvements, it actually helps science much more than ma
Drengin production is gimped so their military production prowess is balanced. Lower production means colonies build up slower and techs are researched slower. I tried some games with Drengin but quit because I felt I was falling behind and couldn't be aggressive enough in military to justify it. What are some strategies and tactics I can try with Drengin to get a better handle on how they are supposed to be played?
Thanks, Thecw, for the info about TechPoints. Being the nerd I am I wrote a script to determine the best cost to tech point ratios to figure out which techs to pursue for age advancement. Frankly it was overkill...researching the cheap techs is the answer. I had already been doing the other things you mentioned. With the TechPoints knowledge I knocked it down to turn 275. By turn 205 I had all the research I needed, I was essentially just waiting for all my improvements on Earth to up
After seeing Thecw's 4k+ production Earth on this thread (reply #7), I wanted to duplicate the feat. You need the tier 3 Colonization techs. He did it by turn 180. The closest I could get was turn 300 or so. This after expanding to 3/4s of the galaxy through colonization. I found I'd get halfway through a tech age researching the Colonization techs I needed, then I'd have to waste several turns to research a
I was thinking about how a Turtling strategy works in RTS games, but not in GalCiv games. I think the answer has to do with the distribution of resources. If they are widely available and common you have to rush out and grab what you can to keep up in production. If the enemy takes one of your forward planets, overall production isn't hurt that much. In a RTS, at least the ones I played, resources tended to be scarce as you ventured out of your starting area, and you were taking a
There's an episode of The Office where Kevin suggests putting the chocolate chip cookies, the best selling cookies, on D4, right in the middle.
Those are insane numbers. I have no idea how you to get those kind of production numbers, but now I'm going to try. Do you make good use of star bases, or is all that bonus production just improvements?
Which file in C:\Program Files (x86)\Steam\SteamApps\common\Galactic Civilizations III\Music was it? Try PlanetScreeMusic first
[quote who="Seleuceia" reply="3" id="3496043"] Quoting eviator, reply 1 Could take quite a while for such a colony to become productive. But doesn't that just reflect the importance of colonists? It makes sense that depopulated worlds would have to rely more on colonists coming to t
One issue that would concern me is recovery after an invasion. Could take quite a while for such a colony to become productive. That's different from GC2 where you might be able to preserve some improvements OR you intentionally choose to destroy improvements so you have accepted the production hit.
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At first I was gonna say "no that's silly" but upon further thought, I hardly use the thing. Some folks use it to move around so they still need it in the game. Perhaps they can spruce it up. Maybe take a page from FPS and MMO mini maps, which do a good job of quickly providing situational awareness besides just terrain. Highlight points of interest such as opponent ships that have just come into view, battles that have just occurred, idle ships/planets.
I do not think the general public would agree with this, so make it an option. Some folks want to zip through the AI's turn. I need to be able to monitor opponent movements. Having the camera follow opponents' movements during their turn is one way to do it. But is it the best way? Sometimes it's easy to lose awareness of where it happened or forget altogether if there are many movements. Perhaps it makes sense for controls to cycle the camera through enemy ships that are
Also the game already has existing mechanics, though they probably don't play out in battles yet: Weapon range and combat speed.
I strongly suspect these bugs have already been talked about and Stardock knows about them. 1. Altarians cannot progress past the first Approval building because they cannot build Entertainment Centers from the Enjoyment tech 2. If you start a game after initially loading the game, the tech tree is fine (here is Altarian tech tree):</p
Did it? They said (paraphrased) "Thank you peregrine for compiling this list of questions." then (paraphrased) "We're going to answer chat questions first because they bothered to come here." Then they spent the whole time answering chat questions, answering only one forum question. So maybe it "worked out" for your Internet cred [e digicons]:P[/e] . Moral of the story? If you really want a question answered, ask in Twitch chat. I'm fine with that. After all, the Twitch is su
I know it's difficult to resist folks, but this discussion is starting to get entrenched in party politics. I'm not the forum police, but I don't want to see folks banned because they got way off-topic in a borderline political dev post.