If I told you that there was this great strategy game, but it was horribly balanced, so you need to mod it yourself and that you could forget about playing multiplayer as a result, would you still buy that game?
tungchiawah
This is just a guess, but I think that the reason that the AI sometimes does not build Farms and Cities may be related to the AI difficulty. For example, playing on Godlike, the AI has huge production bonuses, so it doesn't even bother with the Farms and Cities because it doesn't need them. I could be wrong though. I still feel that no matter how hard you make it to build Cities, Factories and Laboratories are way too useless. Since you can improve a planet's +% bonuses with E
[quote who="Frogboy" reply="48" id="3694517"] The game is very moddable so go ahead and mod it to your liking from here on out. [/quote] When players complain about balance, it means that the rules of the game are not fair. This is a fundamental problem. You can't just tell us to go make up our own rules. How will people play multiplayer?
I feel like the game just gets more and more imbalanced with every patch. I think the Farms and Cities mechanic is cool, but I have had much higher populations in every game since this change. It's much easier to build up population with cities than it used to be with Farms.
Cities cost 1 Promethium. This either completely stops you from building cities or does very little to limit city spam. Cities now give 3 Population Cap +10% Population Cap per Level. This is extremely overpowered. Here are some ideas to balance cities instead of Promethium: City -2 Food 1 Population Cap +0.5 Population Cap/Level Upgrades to Metroplis Metropolis -8 Food 3 Population Cap +0.5 Population Cap/Level City -4 Food 1 Population Cap +0
Every time I look at the Crusade tech tree, it bothers me. Crusade adds Citizens and Espionage to the game, cool. Why did it break the tech tree? Base Game: Basic Factory and Research Laboratory -> Xeno Factory and Xeno Laboratory -> Mega Factory, Solar Power Plant, Manufacturing Capital, Research Institute, Technological Capital... Crusade: None -> Factory -> Xeno Factory and Xeno Laboratory -> Filler-> Mega Factory, Technological Capi
I think the simplest solution is to have Factories give a flat bonus. No population requirement. It's easy to implement, it doesn't change the system, and it doesn't break the AI.
Has anyone else looked at the Crusade tech tree and thought "This looks stupid"? It just seems so arbitrary and inconsistent, especially when compared to the base game tech tree. It would be nice if the Crusade tech tree were a bit more sensible.
After the latest update, the Xeno Archeology Lab sometimes appears to be available even though there are no relics nearby after building another module.
The problem is exponential growth . For example, the latest update changed a City to 3 Population +10% Population Cap per Level. This instantly broke Cities. With 3 Cities and a Colonial Hospital, my planet has 24 max population [(3+3+3+3)*2.00]. Before this update, I would only have had 17 max population (3+4.5+4.5+5). If you want to prevent players form breaking 100N, then reduce exponential growth as much as possible. This means you either ha
It seems that Cities have been changed from +0.5 Population per level to +10% Population Cap per level. This an extremely bad idea. This results in exponential population growth. I was a little confused after building 2 cities on my homeworld to find that I had 17.6 Population (11 +60%). After I build my next City, I'll have 28 max Population (14 +100%). ANd yes, I will have enough Morale to be at 100% Approval because I am playing Benevolent.
Supposedly, Factories were nerfed because the accumulation of % bonuses was too strong. However, this logic is incorrect. Suppose planet Earth has 5 raw production and no bonuses, yielding 5 Construction. If you double the raw production to 10, then your Construction is similarly doubled to 10. If you double your Construction to +100%, then your Construction is also doubled to 10. If you triple your raw production (to 15) or Construction (to +2
So if I don't spawn near any Promethium, but have Durantium, I can build a Mega Factory for 200 Construction and 1 Durantium. This yields me +10% All Construction, which is worth about 0.6 All Construction on my 3 Population Planet. Or maybe my people should just evolve into a Silicon based life form instead. This isn't fixing the problem. Factories are still bad. This just makes Promethium super important. Promethium isn't even that difficult to obtain.
It's not a good assumption that linking Durantium and Promethium to Factories and Cities will solve the problem of Population being better than Factories. A player with Durantium but no Promethium would fall behind in research. And the player with lots of Prometheon will win. Then the game becomes entirely dependent on RNG, rather than strategy. Suppose we got rid of the Space Elevator, Computer Core, and Central Bank. Have a Factory, Laboratory, and Bank, which each giv
Limiting each planet to 2 cities will 'force' us to build other improvements after we max out our population. This doesn't actually make Factories more desirable, but it does make Food and Morale less important. We can calculate our manufacturing as: ( Construction + Raw Production ) * (1 +% Bonuses) In the early game, increasing Construction and Raw Production will always be better, but once those numbers are high enough, then % Bonuses become very impor
[quote who="Frogboy" reply="19" id="3691179"] Not really. We are changing the way farms work in 2.6 but ultimately, unless you have quite a few planets, the strategy you outline isn't that good. If you play on larger maps, you should choose leaders. The specialists are specifically there for tall players. [/quote] I guarantee that no matter how few planets you have,, Farms and Cities are absolutely superior to any strategy involving Fact
I like the removal of sliders. I HATE the game imbalance. here are some of the issues. Improvements: Never build Factories, Laboratories, or Banks. Spam Farms and Cities and Colonial Hospitals. Win. Citizens: Select Administrators and Leaders, Ignore everything else. Trade Resources: The scarcity is fine, but everything is either useless or too expensive. For example the 25 Antimatter Manufacturing Capital or 20
Recent patches have completely changed how the economy works,, including the starting population and how population generates production. Class refers to how many usable tiles a planet has.
A triangle with a City and 2 Farms, gets you 4 food and 4 population. A diamond with a City, 2 Farms, and a Colonial Hospital, gives you 5 Food,, 5 Population, and +0.5 Growth. IMO, we could just give Factory 1 +0.5/Level All Construction and that would be fine. Space Elevator, Deep Core Mine, and Spaceport could be redundant. Xeno Factory could give 2 +0.5/Level All Construction. Power Plants could be reworked to be earlier in the tech tree and more affordable.
Bad means of poor quality or low standard. I just googled it. Relative to all of your other options, a Facory is a bad choice. Actually, Factory has Maintenance 1, so it's questionable whether or not it even pays for itself over time. Assuming that it does though, it takes a very long time, making it a bad investment.
Seriously, they're really bad. Why are they so bad? Please fix them. Average planet yields 4 Raw Production. (1 Base + 3 Population) Space Elevator costs 20 and yields 1 +0.5/Level All Construction. Deep Core Mine costs 32 and yields 2 +0.3/Level Social Construction. Starport costs 38 and yields 2 +0.5/Level Ship Construction. Factory costs 50 and gives 5% +1%/Level All Construction. Computer Core costs 24 and yields 1 +0.5/L
Starting Shipyard - Just take my money and give me a starting shipyard. I am never not going to rush buy the first one, then rush buy a survey ship. If I were to build the first Shipyard, that would be a mistake. If i were to try to build anything before the Shipyard, that would be a huge mistake. I don't know what the AIs are doing, but apparently they're not trying to colonize the galaxy. Citizens - It makes no sense for Leaders to give +6% to any ability, while
While the Militant trait works fine, the techs that give Military Manufacturing appear to do nothing for me. Is anyone else noticing this?
The AI does use the player ship designs, but it doesn't have the ability to evaluate ship designs. Also, unless I'm mistaken each ship you design is specific to that ship style. So if you want all the races to have the same awesome ship designs, you'll have to copy them 8 times. If I build a colony ship with 12 move, having the AI also build colony ships with 12 move does not change the fact that 12 move is overpowered for a colony ship at the start of the g
I think there are several ways to deal with overpowered ship designs. First, we could nerf the cargo hulls. I've always felt that 90 was too much capacity. Or there could be a limit to how many parts of each type a ship can have. You could start with a limit of 1 engine, 1 sensor, and 1 life support, which increases to 2 and then 4 after researching the required techs. Or you could have ship part mass scale with the size of the ship