Looking things over and doing some rough calculations on paper, it seems like building a farm is a bad idea for income generation almost all of the time. The main exception (perhaps only), is when you are making a trade route, assuming route income is proportional to population size as the manual states. My rough calculation assumed the following: A size 10 planet, and a choice between farms and entertainment centers or stock exchanges. I
Drachasor
This can happen in real life....but not as fast a game supposedly takes.
Hey, there's still social waste according to the change log, from an economics perspective. Since excess social production isn't boosted by the bonuses to social or military production when it is moved over to military production, you are using your resources less efficiently than you could. That's waste. At least that is how it works according to the change log. As for taxes, it seems to me that, if anything, the bigger the population (t
he means that if you had some ridiculously small number of troops left after the invasion that came out to less than 1 bil (Is that even possible), it'd set it to 1? You invade a planet of 10b with 1b and have an advantage of 51 to 5 after the randomnization (or 11 to 1, or many other combinations), t
Hmm, sounds like a lot of great work overall. Some thoughts: Maintainence from 1 to 2 is not a small change, it is doubling the maintainence of factories and labs. Not that your reasoning on its justification is bad, just the adjectives in the change log. Similarly, are the small changes to size of defense techs actually bigger than one might think a "small change" would imply? Also, I am not sure colony spamming has
[quote find that the aliens usually won't trade warfare-related techs with me, even if we're on good terms. Not researching would leave me vulnerable.] Indeed, they are almost ridiculous about this at times, refusing to trade warfare techs when I offer a bunch of more expensive techs they don't have for them and a ton of money, only relenting at the point where it would be crazy for me to refuse. This includes when I offer them BETTER warfa
Well, the OP just seemed to indicated some of the parts get bigger and others don't. Hence there should be more room. As for the hull getting bigger, this makes it easier when making custum hulls and saving ship designs (though some parts changing in size would complicate this a bit). The game only has to look at the size hulls you can make and see if that is big enough to hold the size of all the components of the custom design (something
Well, hykin generally posted ad-hoc bunk justifications on the tax thing. And anyhow, this is a game afterall, and supposedly that means the mechanics should be easier than real life. (I'd also note in a largely unrelated point that economists all generall agree on the important and basic elements of the field, it is just the far more theoretical stuff that they have trouble reaching consensus on). As for Peace Pheonix, the Wiki doesn't ha
Then, I don't understand the following sentence on the wiki page: Planetary improvements such as Entertainment Centers are added up and then multiplied against the base morale. </
1. Money is spent on social production wether or not you have anything to produce (and the same amount of money either way). This makes so little sense they are changing it. <br
I do think this poster has a point though, some of the mechanics really don't seem to make any sense when you try to figure out what is going on. Some examples: 1. Money is spent on social production wether or not you have anything to produce (and the same amount of money either way). This makes so little sense they are changing it. 2. Taxes seem to make no sense at all when I tried to analyze them. I was using chea
So I decided to mess around with the cheat codes to figure out how to make the best sort of economy planet. The preliminary results are extremely non-intuitive however. I think one can probably notice this effect in most games. A tax rate of 60% for instance does not give you 6 times the income a tax rate of 10% would give you. Some planets with economic bonuses might give 6 times the income but ones without such bonuses will give far les
Seems to me you could break the game with this feature. Step 1: Build whatever building you want multiple versions of on multiple planets. Step 2: Build enough transports to carry most of the population off the planet. Step 3: Go to war with something you don't like. Step 4: Gift the planet to this person. Step 5: Start building a new version of the building on one of the planets you still hav
I've read that supposedly astronomers have found the edge of the Universe. It IS a wall funny enough, sorta. A wall of super-intense radiation so powerful that NOTHING can pass through. So that answers that for you, the Universe has edges (and maybe corners too ) I think you are probably misreading s
Technically, if the ship knows something is there, then it would communicte this back to HQ. HQ would then plot the info on the map - which it currently doesn't. You can select for anomalies to appear on the minimap and it will show ones that are under the "fog of war". <
A minor problem related to this is that it is easy to increase spending via starbases, but much harder to increase revenue. Economic Starbases, despite the help text, generally result in no more revenue, rather you pay for the extra production/research they probide. Upgrading the freighter portion of these bases can give you a little more revenue, but this is tiny in comparison to the massive increase in spending they can cause. If these b
I think a problem with the good techs is that they are too quickly outdone by later defensive techs in the normal tree. Ignoring cost, the evil weapons are the best until the very end of the game (as is the nano-ripper, though it isn't as good as evil weapons). Similarly, ignoring cost, the good defensive techs should be the best defense until the last 2 or so defenses in a particular tree. The size/defense ratio needs to be improved on most of the
on higher difficulty levels if you try to position your transports next to their planets they will declare war and hand you back your transports on a platter Not if your transports have a move of 10+ and you position them like 8+ squares away. Then alpha-strikes work just fine even on high difficult
I'd just like it to play a role a bit more often in the game, and have some more direct effects from earlier choices. While the diplomacy effects are there, they are relatively minor (I've been able to ally with evil minor races even though I am good, and sometimes good races would declare wars of aggression on me--not the same game).
Sounds like a great idea in general.
It does seem overpowering where it is on the tech tree, but until you get to Nano Rippers, mass driver weapons are the worst and take more research to get that far. You have a good point there, but it still seems like the most effective strategy for me in my games has been to rush to the Nanoripper (
I will say that I have only three real problems with the current setup, and they are related. First, as Drank said, it is too easy to buy your way to some other position. While it is extremely expensive to be evil and then switch to good, being neutal and switching to good or evil and going to neutral is fairly painless. For example, if you are aiming for good this makes it very easy to be good when it costs little or nothing and neutral w
If you way out cost, size and damage together the nano ripper is outdone by later graviton techs. I think its there to help mass drivers keep up damage wise. If you throw in cost, perhaps, but size and damage are the far more important factors. A more expensive ship that does far more damage is worth
It seems to me that the nanoripper blows the socks off every other weapon in the game. This weapon you get by going through the mass driver line from mass drivers to singularity drivers, and then at gravity driver I you also get the Nanoripper. While the gravity driver does 3 damage, the Nanoripper does 8. It also have a relatively low space, and only costs about 3-4 times as much as a gravity driver. In the driver line, the Nanoripper is
Coming up with a brief way of saying 'knowledge of the influence areas of other groups that is hidden by the fog of war' will be a bit tricky though. 'Show influence' doesn't fit... I guess you'll have to put something ambiguous like 'influence display' and explain it more in a tooltip. "Known Influen