Demo VS Full version +a few ?s

First off, let me start by saying thank you for having a demo. Also, being a 56k user the size is fine and have no problems regarding the limits of it.

1> Demo VS Full: Not including the features excluded in the demo (race picks, ect.), What things have been improved between the two?

2> What is the max capacity of transports and colony ships?

3> When invading a system, what ratio of troops VS population is a good idea? I dropped 500M troops on a 2.1B planet and got squashed (no doubt :D). But it did raise the question of what a fair ratio is. 1 troop per 1 pop would be absurd imo. (I am not talking about an overwhelming invasion, just a "bare minimum")

4> What is a good base starting population when loading a transport? I colonized a planet and only used about 5m people. Needless to say, it didn't grow.

5> Does planet morale have a big impact on growth? If so, what is the more important factor (PQ or Morale)? I had one planet that appeared to reduce drastically, (but not sure, wasn't looking for that). It did have a low morale (morale <50 and PQ 16 or so).
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Reply #1 Top
The max capacity of transports is 1 billion, combat transports 5 billion, and colony ships is infinite. When you invade a system, try using different invasion tactics until you get better soldiering abilities. I've taken systems with a pop of 12 billion with standard tactics with only 1 billion of my troops. Load up colony ships with at the bare least 100 million people before you send them off to colonize. Planet quality and morale go hand in hand actually. If you build things like soil enhancement and habitat improvement, the morale should also increase, as will your growth rate as a result.
Reply #2 Top
Hi couslee,

1) Not too sure what they put in the demo actually. The game however is been updated at a rapid clip. The free Xpack due end of summer will add a lot more content and features.

2) Transports - 1B, Combat Transports - 5B. Colony ships are limitless.

3) It depends on relative soldering abilities. However, for early invasions, the roll of the dice favors the attacker so I'll say 1:2 attacker defender ratio will do.

4) You mean loading a colony ship? For smaller planets, I go with at least 50M.

5) Tremendous impact. My advice is to keep morale at 100% for most systems so as to take advantage of the double pop growth of 6%. PQ is important for lots of other reasons as go for the highest PQ planets first.
Reply #3 Top
One of the reason I asked about the difference between the two, Is I see places where there could be some improvement made (not a complaint, just observations).

I have read some of the disputes with "nothing" and the waste involved. What if "nothing" was made to produce "something". Meaning 1 IU or SU produces .5 or .25 cash. IE: 4 industrial units produces 2 cash (rounded down of course). There might be a better benefit already in place, but not clearly stated. Not sure how current cash reserves relate to production as it is now, nor what happens with excess production. (10 IU left to build item vs planet production capacity of 100 IU, for example).

Another thing I noticed is if you click/hold the slider arrow, it does not continue increasing. Namely when adding colonists/troops to the apropriate ships. IE: If I click/drag the population slider and it loads/lands on 78M, it takes 22 clicks to get it to exactly 100M.

Some right click or shift/right click information pop-ups could be helpfull also.

Another oddity I noticed: When changing production on a ship, the current production accumulated is transferred to the new selection. This does not happen with social build items or technology. So one might end up changing techs to an expensive one, explore an anomaly, and then swith back to the tech that was being researched before the exploration of the anomaly. A better way might be to change the "25%" to a beaker amount (for lack of better term).

Regarding techs, it would be nice if there was an actual value placed on each one that you could see. this would make tech trading a lot easier. Say a race has a tech I want that is worth 200 beakers. I could offer another tech of the same value, or a combination of lower techs that (4x 50 beaker techs) equal that amount. The higher your diplomatic rating vs theirs, the more you could short-change on the trade. Would work both ways. If the AI was uber-diplo and you were not, it would take you a lot more tech value than what was wanted. This would stop unbalanced trades. It also would provide a basis for increasing relations (a 200 beaker tech gift would have a greater impact than a 50 beaker one). If this is already in place in the game, there should be better documentation of it.

Of course, only having the demo, this might have been left out or implemented after the demo creation, hence the question.

Thanks to the demo, I am 99% sure I will buy the full version. (soon as I can find a copy locally, lol). Then I can take over the Metaverse.

Oh yeah, one other odd thing I saw. I had two instances where there were options to deal with indigent life forms. I chose to take the "good" options. A turn or so after the second one, I got the galaxy report, and it said I was the most evil empire..... HUH?
Reply #4 Top
I have read some of the disputes with "nothing" and the waste involved. What if "nothing" was made to produce "something". Meaning 1 IU or SU produces .5 or .25 cash. IE: 4 industrial units produces 2 cash (rounded down of course). There might be a better benefit already in place, but not clearly stated. Not sure how current cash reserves relate to production as it is now, nor what happens with excess production. (10 IU left to build item vs planet production capacity of 100 IU, for example).
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The production is still "wasted" in the latest version. As you have noted, there was a lot of discussion how best to deal with this, if at all. I do remember Frogboy mentioning that converting it to cash has been considered/tried but it wasn't the best option.

Another thing I noticed is if you click/hold the slider arrow, it does not continue increasing. Namely when adding colonists/troops to the apropriate ships. IE: If I click/drag the population slider and it loads/lands on 78M, it takes 22 clicks to get it to exactly 100M.
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Agree. The colony/transport slider is currently rather cumbersome. I prefer a box to key in the figures.

So one might end up changing techs to an expensive one, explore an anomaly, and then swith back to the tech that was being researched before the exploration of the anomaly. A better way might be to change the "25%" to a beaker amount (for lack of better term).
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Yes. This is one of the tricks to maximise that anomaly. Personally, I don't think it is overpowered. I use auto-survey to minimise micromanagement so most of the time I don't employ this trick.

Regarding techs, it would be nice if there was an actual value placed on each one that you could see. this would make tech trading a lot easier. Say a race has a tech I want that is worth 200 beakers. I could offer another tech of the same value, or a combination of lower techs that (4x 50 beaker techs) equal that amount. The higher your diplomatic rating vs theirs, the more you could short-change on the trade. Would work both ways. If the AI was uber-diplo and you were not, it would take you a lot more tech value than what was wanted. This would stop unbalanced trades. It also would provide a basis for increasing relations (a 200 beaker tech gift would have a greater impact than a 50 beaker one). If this is already in place in the game, there should be better documentation of it.
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Yes, I have thought of this as well. All techs have a cost in bcs and it would be good to include the cost in the tech tree viewer (Xpack feature).

Oh yeah, one other odd thing I saw. I had two instances where there were options to deal with indigent life forms. I chose to take the "good" options. A turn or so after the second one, I got the galaxy report, and it said I was the most evil empire..... HUH?
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All AIs start at their preset (or random) alignment while humans start at neutral. Relatively, you could be the most evil if the AIs are "more good" than you.

Thanks to the demo, I am 99% sure I will buy the full version.
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Great. I would recommend you download it direct from Stardock if you can. Your money would then go straight to the developer.

Then I can take over the Metaverse.
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You are most welcome to try! ;)
Reply #5 Top
Great. I would recommend you download it direct from Stardock if you can. Your money would then go straight to the developer.
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Just to be helpful, if you do choose to order it from Stardock you should probably pay the extra $5.00 for them to mail you a CD. Since you said you use a 56k modem still. Downloading the game with one of those would probably be awful. Especially if you don't have a download manager to pick up where you stopped if you loose connection.

~SDC~
Reply #6 Top
Just to be helpful, if you do choose to order it from Stardock you should probably pay the extra $5.00 for them to mail you a CD. Since you said you use a 56k modem still. Downloading the game with one of those would probably be awful. Especially if you don't have a download manager to pick up where you stopped if you loose connection.
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If you're downloading it from Stardock you do have the option of using the Stardock Central client, which does support download resuming and several other options (I, personally, would reccomend taking advantage of the client if at all possible).

~SDC~
Reply #7 Top
Yes, I have thought of this as well. All techs have a cost in bcs and it would be good to include the cost in the tech tree viewer (Xpack feature).
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A progress bar would also be nice for those techs not fully researched yet. Or better yet, a numerical field showing the remaining BC value left until completion. Would make tech rushing a LOT easier.
Reply #8 Top
Dev Cheese:

Demo states galaxy size is limited to small......small would be 4x4. Demo is 5x5 (medium).

Liars. LOL LOL