peregrine23

peregrine23

Joined Member # 2688337
20 Posts 276 Replies 3,608 Reputation

[quote who="adamb1011" reply="28" id="3524342"] The problem is that in endgame 5 star bases alone is enough to hit the roughly 300% threshold where a diversified planet is better than a non diversified planet. [/quote] Not in Beta 4. Starbase modules now replace the module they upgrade from, which means the max manufacturing you are getting out of a single starbase is 20%. That means with 5 you get 100% and even with 12 you only get 240%.

29 Replies 75,840 Views

[quote who="Casorian Emperor" reply="8" id="3524163"] Many good points already posted. Perhaps if colony capitals were required to touch at least two tiles, AND that the player could change the capital location after viewing what was first offered , we could have our cake and eat it too. For those who don't want to have more work to do, they could just go with the location as given. With the must touch 2 tiles rule, at least the capital wouldn't be isolated. But f

25 Replies 25,735 Views

[quote who="Simplicity123" reply="12" id="3523275"] Being different from Civ is not a crime. There's nothing wrong with that. What I don't like is the way the design makes non-critical buildings (i.e. non production, research, influence) almost not worth it to build. That's all. And I think Planetary Defense falls into that category. [/quote] I think it is really hard to evaluate this with the current AI and without planetary invasions in

13 Replies 31,549 Views

[quote who="adamb1011" reply="11" id="3523694"] So the stardock rep confirmed they want a diversified planet to be many times better than a specialised planet at its own game? That makes literally no sense and will screw up the economy of the game. [/quote] No, they confirmed that projects are working as intended. Split planets will only outperform specialized planets on very high quality planets, and only late game, and even then not by "Many Times."

29 Replies 75,840 Views

[quote]4) How useful is +10 production in new capital (Malevolent). I have no idea what it actually does. There is a tech that grants +1 per planet, same question. [/quote] +10 production is awesome. It's basically 10 population that you don't have to feed, keep happy, and doesn't suffer diminishing returns once your planet is growing. Early game it will double the output of your capital and even with 40 population it will be more than a 25% bo

11 Replies 8,522 Views

[quote who="Illauna" reply="1" id="3522967"] Basically (Population + additionalRawPoints) * allocationBonusPercentage * (1 + bonusPercentage) [/quote] It should be noted that production is no longer a 1/1 ratio with population and now has diminishing returns at around 15 pop, so below that you will get more production than your population and above you will get less.

5 Replies 4,798 Views

[quote who="adamb1011" reply="3" id="3523653"] I did a little analysis based on my understanding of the way the gc3 economy system works as described in the economy 101 post. Based on a planet with 40 pop and 18 available hexes (no capital to simplify things) [/quote] To be fair, you need hexes for farms and approval buildings, and with a capital, you'd need like a quality 24 planet to get to that point. most decent planets fall into the 8-12 range, where it is very dif

29 Replies 75,840 Views

[quote who="charon2112" reply="3" id="3522508"] sentry mode wakes up if any ship comes in sensor range guard mode wakes up if an enemy comes in range. Am I right? [/quote] That was how they worked in GCII, but in III ships on guard mode don't wake.

6 Replies 31,155 Views

[quote who="Turkwise" reply="4" id="3522616"] Environmental Research . One of three "environmental" options in the "planetary improvement" line that will increase adjacency bonuses. As mentioned above, events can also increase adjacency. Like the motivational speaker who tells everyone to get along. It works like this: If the building gets an adjacency bonus from one or more neighboring tiles, that bonus is increased by the amount of your total addi

7 Replies 8,587 Views

Yeah, IMO they have yet to get the pacing quite right. Currently I think the age of expansion is a little too short and the age of war is way too long. I usually hit the age of war pre-turn 50 even without tech trading in the current build.

3 Replies 2,729 Views

I'm pretty sure what you're seeing isn't a bug, but confusing UI. When you have finished everything except for ship auto moves, the Shaffer button changes to "turn." When you hit the button, all of your ships with moves queued up will move, but if any ships have moves left over after their auto-move, the turn does not progress and you get an "idle ship" button to move move those ships. After you have used up all the movement of your remaining ships, you get the "turn" button again

12 Replies 49,896 Views

Thanks, got follow up support that was great. The problem for me was that the request for the file was at the end of a long list of instructinos for updating drivers, changing settings, and other things that clearly had nothing to do with my ticket. This made it seem like an automatic response that was made without looking at the ticket. Like I said, I trust that you are doing a great job, I just wanted to let you know how it looks from this end.

2 Replies 3,507 Views

Asteroid mining will be in the game. It will be done with starbases and add production to a nearby planet much like GC2. As for starbases being underpowered, you must not really be using economy starbases. They are awesome. That said. I never build military or influence starbases as I find the influence ones to be pretty ineffective and I am almost always the aggressor in war and find the stationary nature of military starbases too limiting.

6 Replies 3,111 Views

I think both of these are working as intended. They both make sense to me according to the way I understand influence. Influence experiences an exponential drop as it heads away from a planet until it hits the edge, then it drops to 0. There is a very good thread on how influence works that I can't find right now to link. Top: In this one you can see that the Altarian planet is able to hold its influence against the Krynn for 6 tiles in the direction of the edge of Krynn space and

3 Replies 11,401 Views

[quote who="Simplicity123" reply="10" id="3522160"] Similarly with making tech trading expensive when you are in a tech lead position.[/quote] I don't think it should be just from the lead position, I think all civs should be reluctant to trade their proprietary knowledge unless it is at a significant gain. If civs have to pay through the nose for eachother's tech, it will be a situational decision for when you really need certain techs faster than you can research them r

16 Replies 40,096 Views

[quote who="Bamdorf" reply="32" id="3522175"] To reference GC2, in that game (unless I have a huge blind spot) you can only build the highest level of building.[/quote] No just a small one, there is a button in GC2 to show obsolete buildings so you can always build the cheap ones, but it isn't obvious and I think a lot of players don't know it's there.

39 Replies 32,963 Views

I think there needs to be variety in the starting weapons. If you make the ranges all the same but keep the damage different, then missiles will be unbalancing. If you make all the ranges and damages the same, then there is no reason to have 3 different weapons. Beams need to be balanced, but not by taking away what makes them distinct.

25 Replies 234,692 Views

[quote who="XeronX" reply="28" id="3522102"] I guess I fall in the very small minority as I think there is way to much production available as is. I get to the point so quick where I am 1 turning ships the game loses a lot in my mind. So I guess production overflow never bothered me. But I find it incredibly dull being able to 1 turn a large or bigger ship to begin with. [/quote] The problem isn't the amount of manufacturing, it's the ine

39 Replies 32,963 Views