maniakos

maniakos

Joined Member # 2411140
5 Posts 80 Replies 14,839 Reputation

[quote who="Bamdorf" reply="9" id="3528079"] Quoting maniakos, reply 6 The way the production bonuses are aplied, makes high morale and the production racial pick imba since it is applied multiplicatevly and not additive with all the rest of the resource bonuses. Also since it's applied to all specialization

20 Replies 22,681 Views

The way the production bonuses are aplied, makes high morale and the production racial pick imba since it is applied multiplicatevly and not additive with all the rest of the resource bonuses. Also since it's applied to all specializations, all of your planets benefit from it, in constrast to the racial bonuses to specific resources. In my book that will always be a mandatory pick in all custom races.

20 Replies 22,681 Views

[quote who="peregrine23" reply="3" id="3527920"] There are two major things confusing you here: 1) Population no longer gives you 1:1 production it has diminishing returns, and so gives you more at low pop and less at high pop. 2) You are confusing production with manufacturing at times. Production is the base number that all your other numbers modify. So first we find your production which is (flatbonus+pop)*1+multiplier. In your case 4 for capital and +

20 Replies 22,681 Views

I don't have the entire solution, but you seem to be confused about manufacturing and production. They are seperate and your economy slider determines what becomes of your production. So in this instance 7.9 * 1.35 = 10.7 is correct. I don't think pop to production is a 1 to 1 ratio, it might be something else, however at this stage you get production * 1.25 from high morale, so your base production must be 6.32 = 4 from colony capital an

20 Replies 22,681 Views

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9 Replies 46,322 Views

There is nothing to solve. I could also suggest building teleport gates at cities as an endgame building, but the *other* guy in the forums will go bezerk reading about allowing more accessible teleportation. You must understand that in strategy games you must split your units and/or post garrisons to defend you holdings. If you feel cheated that you must do this then you have to switch genres, preferably to rpgs, where all your units are always in one spot. I also believe tha

14 Replies 7,387 Views

The problem is you have too few buildings to build over a very long time, and no buildings that can be built more than once. You run out of the buildings that are a priority way too fast and then you build anything. It's also problematic to have loads of stuff to build cause then the cities become too big on the map, so there's a limit. Also strategic resources should be added that work like this: If they are part of a city, then they give a % bonus to a particular re

15 Replies 8,757 Views

Armor is also needed in the regular melee once stronger weapons are introduced. Armor can make a big difference. It can decide if you win or loose the unit, regardless of the outcome of the battle. And you won't always get the first blow. I also noted the spear maiden, but at that stage My *army* was in better armor. And I wasn't focused on an Armor rush tech strategy either.. I was just researching all the affordable tech. There is always the is

33 Replies 19,150 Views

Ok this problem existed in Galciv2 as well: The AI keeps designing and building units with no armor. And you just crash his armies with your troops that can take damage. I understand that this might also be part of a shock troop strategy where the best weapon is chosen to build inexpensive troops, but even in such a doctrine, one needs units with armor as well. The loss of one's units is a bad thing. This is especially true during the start of the ga

33 Replies 19,150 Views