IIRC the power matrix gives 4-6 (depending on tech specialization) adjacency bonuses to each adjacent mfg, tech, or wealth building. Furthermore, those adjacent mfg/tech/wealth buildings will give 1 bonus to each other on top of providing +10% to +50% base mfg/tech/wealth. On the other hand, those other race population buildings are worthless except for that incidental +30%/+30%/+30%. Thus, if you specialize your planets, it is better to surround your matrix with buildin
corgatag
So sensors are technically balanced, but only for AI and players that don't design their own ships. Informed players can still skirt the rules. :) In my opinion there are two reasonable solutions to end this (unfortunately both require code changes and not just an XML change): 1) Diminishing returns +(Sensor radius) bonuses are now +(Sensor rating). Equation: (sensor radius) = b + c * (sensor rating) ^ p Sample constants: b = 1,
[quote who="Blaze of Glory" reply="47" id="3560230"] Beta patch up! [/quote] Could you let us know how the Sensor rebalance works in practice? The patch notes are pretty vague.
I liked the "luring pirates to the AI" strat. Now that's Code S micro right there!
[quote quoting="post"] I'll grant that given early access to improve nearly all tiles early on would too easily Gaia-fy a planet, but still. If the tech is there and the potential sites are there, people would tend to improve nearly ALL of those sites. [/quote] Yeah, I agree that the terraforming tile model doesn't really make sense in reality. On the other hand, it does make for more interesting and balanced gameplay, which I value a little more. <p
[quote who="Larsenex" reply="27" id="3559963"] A tiny bit of courtesy in your post would go a long way to getting a nice response. [/quote] Agreed. One thing to learn about the real world is that politeness costs you almost nothing (maybe a few calories of extra typing/speaking), but has a noticeably positive effect on getting people to do what you want (or at least take into consideration what you want). Sometimes the angry customer tactic works with large, ou
[quote who="The_Gear" reply="13" id="3559703"] I'm pretty sure some people will enjoy this: You can now add random opponents to play against [/quote] I certainly will, but I'll have to make sure to delete my old custom races beforehand. I'd hate to play against my own imba creations. :)
My thoughts on alien populations: They had something like this in Master of Orion 2. I always ended up shipping the assimilated aliens to a full planet to kill them off because my custom race's traits were better optimized for my strategy I also remember another game (MOO3?) which had the same thing, but you were unable to move specific populations around. In fact, I think MOO3 had uncontrollable immigration between planets. Very frustrating that conqueri
Well, the good news is that the Warmonger penalty for eliminating those instigators is negligible. If anyone declares war on me, their planets become my planets. If I try to pull that off in Civ 5, I'm a pariah for the rest of the game.
3 Positives: Addictive game overall (I've seen 6 am once and 4 am twice since getting this) Customizable ship loadouts Interesting tech trees 2 Changes: Postponable Colonization Ideology choice (what do I want to do with this colony?) Minimap in starbase screen (what am I upgrading?) 1 Addition: Espionage! (but leaders is good too :) )
[quote who="AlienFromBeyond" reply="6" id="3558827"] It's fixed in 1.02 in fact. Which means Synthetics will be down to 2 extra free points, as they'll still have no need for Growth, but the Food reduction works on Synthetic Population Cap, which with needing to finally care about the pop cap in 1.02 means taking the "Food" reduction isn't free no downside points anymore. [/quote] Neat, I'll have to try it then. Last night, Steam gi
True, but the synthetic population caps are also very generous, and I stick to them (+/- 4 mil) in my games anyway. If my memory serves: 10 million off the bat 20 million by the end of the first age 38 mil by the end of the second age 60 mil at the end of the tech tree For comparison, I have never seen a Gifted AI planet higher than 18 mil by the time I reach the end of the tech tree. But yeah, maybe nerfing the pop ca
Yeah, I didn't really write down any suggestions, but it feels like the OPness gets worse later in the game. Maybe the cost of assembly should scale with your current population. (e.g. assembly project costs 80 production when you only have 2 million pop, but costs 800 production when you have 20 million pop). It can be cheesed with transports, but then you have to build, maintain, and micromanage those transports, so it will be a well-deserved benefit. <
So just recently started playing with synthetics, and I think it's OP by the midgame. There are lots of tradeoffs, but in the end, Synthetics come out on top: Advantage : More planet tiles due to farm/hospital elimination Counterbalance : Buildings are weaker (Mfg Yor = +10% versus Terran Factory = +25%); wealth buildings capped to tier 1 Advantage : 4 free race editor points (no need for farming or reproduction)<b
Thanks all, trying to get used to auto-piloting my contructors and colony ships 1 hex away from the real destination, but I still slip up sometimes.
Hi all, First of all, let me say I love this game and I really appreciate that Stardock is still releasing weekly patches. Anyway, I have been bothered by a few UI limitations and I was hoping that either there is a secret workaround that I haven't discovered or that there isn't a workaround and maybe a dev will see this and think "oh I could fix that in an hour". So here we go: 1) Planet screen - Once I select a building i