Kblore

Kblore

Joined Member # 2514610
0 Posts 0 Replies 3,528 Reputation

What I want to do is make it so that it's not so freaking easy to crank up the taxes to 79% or whatever. It's just too easy Sure is -- glad to hear that your working on it but sure that i'll miss being able to do it so easy. <TD class="mb-Body-Q

25 Replies 28,510 Views

I haven't noticed any difference with 1.3beta 3x either. From what I've seen usually the extra RPs get spent on the next tech but i think i've seen it get carried over to my next tech pick on occassion too. Sort of hard to pin down as it doesn't show up on the tech slider on the next turn -- at least in early part of the game ( think i've seen the overflow show up towards the end of a game before ). However it will show up on the tech slider if you go back to that tech after

3 Replies 3,490 Views

Civilization capital says it can feed 12 billion, without a farm. Should be 10b. Basic farm says it can only feed 3b. Should be 4b. Xeno farm says it can only feed 5b. Should be 6b. Those are the new values for 1.3 beta 3x. There is a post dealing with rebalancing in the 3x beta, that you might want to read. They say they tweaked a lot of t

71 Replies 20,578 Views

I've never actually tried to get a race to surrender to me through the surrender item in the trade panel so I can't comment on that I did, big mistake -- you can not ask for their surrender -- you can only surrender to them, rofl. I have asked the Civ that the AI surrendered to, to give me the planets that were surrendered to them and th

14 Replies 12,661 Views

It's hardcoded Well you are entitled to a few secrets. Thanks for a reply, guess i can stop searching now. Kyro, any chance you could tell us why the AI was able to build the ship that started this post?

20 Replies 7,914 Views

Anyone know how the tax income equation for a planet has been changed? A = INT( SQR ( Pop in millions ) ) B = INT ( A x Tax Rate ) C = INT ( B x Civ Econ Ability ) D = INT ( B x Planet Econ Bonus ) Tax Income = B+C+D This no longer appears to be accurate. I know it use to be completely accurate. Checked it out on a lot of planets and looks like they have added a .85 to .875 modifier somewhere in the process but I cann't seem to figure it out exact

25 Replies 28,510 Views

Read thru the XML files and noticed a few other changes too. The mining add ons for the mining starbases have been upped so that they total 51% now ( up from 44% ). Cost of NLCs has been increased from 300 SP to 500 SP. Battle Stations 2,3,4 now add defense as well as offense for starbases. Economy buildings got a good overhaul. ................................. old ... new .... new ..... old ................................. cost . cost .. bonus

25 Replies 28,510 Views

Not sure if this is a bug but I noticed that the maintenance for a maufactoring center is 3 now -- the same as enhanced factories( presuming i read the XML file correctly.

71 Replies 20,578 Views

How the devil do they fit that all in there??? With max miniaturization a small hull has size = 55 ( 26 x 2.15 = 55 ). With the new miniaturization rules ( 1.3 beta 3X ): For small hulls; Doom Ray = size 11; Mark III Hyperwarp = size 6; Ultra life support = size 2 So total size for the ship would be 71. That w

20 Replies 7,914 Views

I sure noticed it after i got about 30 planets in the colony rush and finished with 44 planets. Playing a large map with abundant stars, planets and habital planets with 3 opponents. The AIs got about 44, 35 and 25 planets. The only problem is I'm sure I'm overextended and won't be able to build up my colonies fast enough ( suicidal difficulty ). Looks to me like I probably need to limit myself to somewhere around 26 or so planets. That increase in initial colony build

25 Replies 28,510 Views

I hope you keep update 1.2 as a downloadable option. 1.3beta 3x feels like a bit different of a game to me because of the tweaks. Thanks for fixing the invisible turn button extending over the minimap -- that one got me a lot. I do see the tile issues that Moosetek is all frustrated with. But whatever works for the AI is fine by me and from what I've seen - I'm beatable on the suicidal difficulty now and with update 1.2 I didn't feel I was ( with the games I like playing )

19 Replies 17,336 Views

I suggest trying out a few different strategies for the start of the game and find something that works for you. Strategies need to be altered for the race bonus's you pick, alingment you like, type of win you play for, Map size and map settings .... etc... Personally I like maps that'll let me get 12-40 planets in the colonizing phase so my suggestions prob aren't all that helpful if your playing smaller maps. A few survey ships with good speed and range to get anomalies usual

7 Replies 2,441 Views

I did the same thing when I had like 379 planets and 5-6 trillion population and 10 fully developed morale resources and believe I saw a 40-45% morale. The planets under 5B population stayed at 100% morale all the way up to 100% tax if I remember right.

3 Replies 3,343 Views

Why the developer made the game -- A quote from a post he ( Frogboy )made yesterday I believe. But at the end of the day, in our roles as evil, greedy, soul eating capitalists, our job is to make sure the game is profitable. That way, we can drive around in our gold plated rocket cars and sneer back at the people who gave us wedgies in high school. </tabl

11 Replies 14,778 Views

Do a search of masochistic or suicidal to find some posts that have strategies for beating the AI. And there are actually quite a few strategies that will beat the AI. Mine's the best but then again I'm prejudice.

23 Replies 16,769 Views

I really wish Frogboy would post the ideas/philosophy behind scoring on the metaverse Stardock has decided this is how you score in the metaverse so that's how you score. Understand it and play it <br/

36 Replies 21,129 Views

I believe it's actually 26B when population stops affecting morale. I found it took a +465% civ morale bonus and a +425% planet morale bonus to get 100%planetary morale with 79% tax and 26B+ population. It was an update 1.2 game that I played around with it. Pretty much found out what others have that you get more money just having more stock markets and just get by with 1 or 2 farms and populations around 15-17B. Even that +465% civ bonus which is after i had controll

13 Replies 9,139 Views

Well with that arguement your saying that they should have an option that you can repair your ships in 1 turn with the only negative being that the repairing ships HPs are dropped to 1 for that turn. No cost or anything else. So attack, capture, put damaged ships on same tile as an undamaged fleet for protection, repair damaged ships between turns, Roll merrily on the next turn.

13 Replies 6,313 Views

And Troop Transports work the same way -- you lose a transport on an invasion but if you own a colony that you move a troop transport into orbit around; the troop transport will offload its troops onto the colony as colonists. Learned this the hard way when i tried to park a fleet of troop transports into an orbit around a planet for safe keeping. The planet was almost at its max population already so I lost all them troops/colonists.

27 Replies 18,406 Views

The simplest solution to the repair situation is to make extra ships. These will reinforce your fleets when some of your ships have to be repaired. It costs more, but balance that against having your ships idling for many turns Hope your talking about if they change it so that upgrading doesn't repair HPs. As is, I can attack and then up

13 Replies 6,313 Views

Are you actually suggesting that it would make more sense for people to build a ship and then set off charges all over it than it would for them to leave the new parts undamaged? Are you saying that just cause I add 1 more weapon on my ship because I got more room with miniaturization that all that hull damage would be fixed by adding that weapon

13 Replies 6,313 Views