Makes me wonder, would it be interesting to "bring back" STARGATES somehow into the game, for exansion. Could have some interesting backstory potential (improved stargates that are static, but much quicker then hyperdrive).
player1_fanatic
Current system rewards lots of micromanagement. Every time you discover new tech with ship component you upgrade your models, so that units with newest tech will be in production instantly. Some of designers also said that this is resuoure hog for AI too (to check and make new designs as often as possible), But, in real life there is a thing about serial models. Over a time technology of production improves. You are more familiary how things fit, and what's best
It makes me wonder... What's the point of having class 0 planets at game map at all, when they have no any function?
If you really want to disable racial abilities, there is the custom race option right Actually, custom race has its own racial abilities too. With solidering and loyalty bonuses.
On the other hand, it's kinda odd that such races could be penalized for thier abilities. For example Korx had 15% economy bonus. But if I check any of economy traits, then they get those bonuses instead for standard price, effectively losing any advantage they got from extra 15% in Economy.
For anybody interesed, starting planet class for homeworlds are like this: Thalans: 15 Iconians: 14 Altarians: 12 others: 10 Which leaves Arceans as biggest losers. No better planet, no extra racial abilties, no tech significantly better then others...
The Yor ALWAYS have a permanent weakness in diplomacy because they are robotic and hate sentient life, they will always have a modifier that can't be changed and is hard-coded. Is that detailed somewhere, or this is just hypothesis that can't be proved? I noticed tech and ethics thing, but I haven't seen it as balance element, Y
Well since DL kill one ship per shot anyway, you just need to make swarm of smaller ships without defenses. So they will take out one, but you'll take out one of thier ships too.
Interesting to note that Custom Race also has its unique abilties (so it's not so custom): Soldering 25%, Loyalty 20%, Logistics +6
By the way, I think you mixed up few things, or don't use latest patch. Here is correct list: Human: Trade +25%, Diplomacy +25%, Logistics +6 Drengin: Morale +25%, Logistics +7 Altarians: Luck 30%, Creativity 30%, Logistics +5 Acerans: Logistics +7 Torians: Morale 25%, Luck 10%, Courage 20%, Logistics +6 Yor: Loyalty 100%, Miniatuarization 25%, Logistics +6 Korx: Economics 15%, Trade 25%, Courage 10%, Logistics +6 Drath: Defense +50%, Mili
Those abilities are unique race abilities. They are on top of regular 10 points. Other non-unique abilities plus remaining points give 10. So there is no bug, just maybe some racial imbalance.
I think the biggest problem is that while unused social spending is transfered to military the opposite is never true. So if you have no Starport, none of the factories is used at full potential. But if you set military to 0% then somehow those factories do use full potential.
I agree Ken Kofman... I don't like black box systems, when you don't know anything, but just feel how something works (while usually being totaly wrong).
I remember some similar problems with weapons, when better tech gave worse weapons. I guess some extra tweaking is needed for 1.2.
I would like ability to claim resources without Constructor, with my military ships, if it's inside my influence borders. It happens so often during war for 3rd party to claim resources of my conquered enemies. Also, call me paranoic, but I really think AI too often blindly finds resources in my territory, that I'm pretty sure he never explored before. So he gets strait with Constructor and claims them very quickly in the game (noticable on higher difficulty levels). <
Also, someone said that tax gained is depended from square root of poplation, so two worlds with 10mil will earn more taxes then one with 20mil. Now, I do try to make worlds get pop in 15-20 range, but no more.
Someone else on forums discovered that bonus you get with moral buildings is not added to the base approval, but is a bonus multiplied by rating of 100 modified with population penalty. So at 5bil, penalty is 9, so morale bonus is mutiplied by base of 91. But at 20mil people it's more like -60% or something, so it's not wonder that morale buildings are much less effective later.
Maybe I worded things badly. But whole article is about techs that need to be avoided for a time. By marking them "bad" or "very bad" I just ment that some need to be avoided more and some less. For example I always discover Xeno Entertainment tech, but only after I built one Entertainment Center per every world. Also, after I advance all my worlds a bit, so they all have a few factories and more populaton, I discover Extreme Entertainment, since then they
Are you sure? Some of races have at start tech to get Manuf. Capitol, like Yor (the oridinary Factory tech).
Btw, I haven't rated buildings as good or bad, but techs. They are rated as bad, since they give both bonus and penalty. If you research them too early you are crippling your economy. Most of them are only useful after you build up most of your colnies. So regard label "bad" more like warning, not something you'll never ever research.
Sure, they are useful. But only if you have nothign else to build, or don't plan to build up new worlds from scratch (after conquest or colonization). Otherwise you penalize yourself more then you get the benefits.
Xeno Bank Construction - Bad on its own It replaces: -Trade Center that gives +20% economic boost and cost 90 hammers -with Banking Center that gives 24% economic boost and cost 250 hammers Not very cost effective. Still, if you do research Xeno Bank Construction, research Galactic Stock Exchanges as soon as possible, since: -Stock Market gives 30% economic boost, 10% morale boost and costs just 150 hammers Yes, it's cheaper then Ban
There is big difference between approal of 99% and 100%. Yes +100% growth bonus! So it's imperative, for at least those colonies with less then 5mil to have 100approval, so they could grow quickly and give you economy boost. That's why small colonies need entertainment centers too. Too offset tax penalty, while still keeping 100% approval.
random50, do you have the latest patch (1.1)? Since your growth formula souns too much like pre1.1 growth formula (take look at wiki for pre1.1 and 1.1 growth formulas).
1.1 final By the way, just now I experimented a little, and was not able to "break it". So it's not 50%. But most of my crashes before did happened from alt-tabing back. Tested with freshly loaded game, so maybe it happens after longer playing time. But I noticed that Alt-Tab back to the game takes 5-10 seconds to make game appear in screen. Using cat6.3 with my x1600pro. P.S. Also, game in background is pretty resource intensive.<br/