cbholmes

cbholmes

Joined Member # 6642115
2 Posts 19 Replies 194 Reputation

[quote who="Frogboy" reply="63" id="3740040"] Like I said earlier, you can still colony rush. The difference now, however, is that colonies don't instantly become useful like they did before. You have to research techs to build them up and actually invest in them from the home world. [/quote] Man, I don't want to be disrespectful here, but this simply isn't true. With the serious nerf to growth rate, there is no colony rush. You can colonize 5 pl

91 Replies 485,120 Views

[quote who="ScrivenerOfLight" reply="60" id="3740021"] Quoting cbholmes, reply 59 Retribution is in Beta testing. Oh, okay. When you said "we're seeing" in the beta, it made me wonder whether you had actually seen/played a beta version of the game. [/quote] Yes, I h

91 Replies 485,120 Views

[quote who="ScrivenerOfLight" reply="57" id="3739978"] Quoting cbholmes reply 54 the Retribution Beta Did I miss something? I haven't been on Discord too much recently--getting ready for baby #3 to show up and have had to build a room instead of spaceships and galactic empires... [/quote] Retribution i

91 Replies 485,120 Views

[quote who="ScrivenerOfLight" reply="31" id="3739771"] I politely disagree with the idea that the strategy is to ignore worlds and not colonize them. Again, I think the issue is pacing. And every civ will be on the same footing fighting the same constraints--so it is still a rush to get to those remaining uncolonized worlds. It just requires deeper and longer-term planning, careful prioritization, and some luck. [/quote] Okay, let's talk pacing. In a zero-sum game the onl

91 Replies 485,120 Views

[quote who="Frogboy" reply="21" id="3739563"] The problem with the current "colony rush" isn't the concept of fast expansion. It is more of an issue of mindless expansion. If any colony, no matter what, will quickly provide 4 raw production, then grabbing the first 10 means having 40 raw production before the mid-game. Instead, the ideal is to make which planets you colonize matter. [/quote] This approach ignores the other variables at

91 Replies 485,120 Views

[quote who="mrblondini" reply="12" id="3739497"] However, to throw a fit because Stardock want to offer alternatives that, in their own way, are as likely (or close enough to not be obviously non-prime) of success as yours seems kind of churlish. [/quote] Math lesson for you - there's always going to be an "optimal" way to play a game like this. Colony rush is fun. It also relies the most heavily on the "Explore" part of 4X. It makes discovery

91 Replies 485,120 Views

One thing I didn't quite understand was the Supply Ships - we have to build those, is that it? So another jockying for build time in our already busy primary shipyard, which is our only good shipyard for the first 100 turns already... I don't see how that's going to make the game better. These changes seem like they are designed to kill the Colony rush. The population growth change, and the addition of the Supply Ships and Hypergates, seem to suggest what you really want the pla

91 Replies 485,120 Views

Shameless self-promotion: https://www.youtube.com/playlist?list=PL4hv-Mbo-IfWQnWeOAv8jFpSmkjdNpM6_ You might pick up a thing or two. [quote who="Mystikmind" reply="73" id="3644113"] The Drenging still managed to streak ahead on the power rating, but this time i did not wait for technology, i started building lots of prototype ships from early game. [/quote] Ne

91 Replies 255,451 Views

[quote who="zuPloed" reply="12" id="3644142"] Nonsense. That is why there are difficultyy tiers, so that everyone can play on theirs. [/quote] The difficulty tiers are just percentage-based bonuses though. It's not "AI". Regardless of whether you used a flat bonus system or a percent-based one, the game is always going to be easy/difficult based upon the real, true, AI of the system. If the logic isn't written to take advantage of it, then it doesn't matter

39 Replies 179,652 Views

[quote who="admiralWillyWilber" reply="53" id="3643651"] If I understand the question right without an ideology perk you have shipyard decay after five tiles so it is important to move your shipyard to cover as many planets you are sponsoring as possible including your highest manufacturing planet is a primary concern. What this means if you switch shipyards with your manufacturing capital you lose manufacturing because of distance decay. This should be a concern in both positionin

91 Replies 255,451 Views

In case anyone is interested: https://www.youtube.com/playlist?list=PL4hv-Mbo-IfWQnWeOAv8jFpSmkjdNpM6_ Large Map, Default AI, Terran Alliance vs. Seven Default Races Take a gander. If you're new to the game, this series is for you.

0 Replies 8,286 Views

Yeah, the sponsor/no-sponsor flag, or something similar, would be great for shipyards. I like to have Shipyards that are dedicated to only building module upgrades, but it's very tedious to manage, especially on larger maps. This is definitely in my top 5 of things I'd like to see in an update.

8 Replies 8,820 Views

General Advice: Play in a way that works for you. The Krynn are one of the easiest, most powerful factions to win with. Any style really works, because they are ideally suited for expansion, war, and influence. Pretty much any endgame outcome is available to them with ease. With the Krynn, I played my normal way (Benevolent Ideology) because it's the best damn Ideology in the game, but also because it fits the Krynn's style of trying to spread influence and convert the o

2 Replies 16,117 Views

I'm trying to figure out how to win via Research Victory. I can't research the fourth-column items in the Tech Tree. Do all the items in a tech tree need to be researched before you can access the fourth-column items? Or is it simply a matter of waiting until Age of Ascendancy is finished?

2 Replies 13,628 Views