psychoak

psychoak

Joined Last seen Member # 2882780
6 Posts 3,129 Replies 1,595 Reputation

Yeah, there are some serious issues with cost/benefit on some stuff. Without leveled flats, they're really not worth much to start with, and you need a huge amount of production to make the upgrades valuable in the short term. They eventually pay themselves off, but 2.5% takes a while when you could have done Aid Research for the same cost, and not spent a resource on top of it. That your planets are probably going to be really good at producing buildings compared to how wel

14 Replies 42,224 Views

There's really only one scenario where it would actually be bad for a planet to be "specialized" in that there are galactic wonders you can use to radically boost your unique leveled flats. If you get this perfect planet that just begs to be one huge wheel of awesome, with loads of tiles grouped together, some strategically located bonuses, and a large number of asteroids around it, you can create one giant production power house centered around the Antimatter Power Pla

6 Replies 36,534 Views

You need to surround the elevator and port with as many high adjacency boosts as you can. You can get them up pretty high on your homeworld with galactic and player unique buildings adjacent to them and have a much much better score than 54. Just with full rings of factories, that's 3 base and 12 leveled points of ship production. Add another half dozen from asteroid mines and a few from population and you've already hit 20+ base production to work the percent modifiers agai

5 Replies 15,987 Views

You can also spam a bunch of farms on some worthless 4 and use gobs of food to throw a city or two on every planet that doesn't suck and give huge boosts with single tiles. Your serious tile expenditure is going to be from keeping morale up.

9 Replies 26,857 Views

I can give pretty objective feedback on this. :) The original Galactic Civilizations AI caused me severe problems at the standard non cheating difficulty. I tended to lose. In Galactic Civilizations II, I could abuse the poor handling of the differing damage types and beat normal AI just fine, but it would still kick me to the curb at higher levels. In it's current iteration, along with pre-Crusade improved vanilla AI,

34 Replies 194,230 Views

Calling people basement dwellers for thumbs downing a game this buggy is not cool. We've been delivered an alpha release, entire portions of the game still don't work right after multiple patches. Synthetic life is hosed, campaigns are hosed, the balance job is atrocious, and the AI is so full of cheats and stupid that it's scary. Stardock is instead extremely fortunate to be achieving a mixed aggregate for something that, while relatively stable, is even more unfinished tha

32 Replies 235,117 Views

If you're altering core files, they're binned for quicker load times. You either have to manually recreate the bin files, which there are batch jobs for, or delete them and have the game recreate them on startup.

7 Replies 41,304 Views

Er... how are you behind the AI on beginner? I know there's some serious cheating going on right now(supposed to be accidental, but hey, it's still there) but in no way is beginner challenging with the present state of the AI compared to previous iterations. I'm pretty bad at this game, so I thought I'd have to tone it down from Gifted after seeing how less exploitable the infrastructure design was, but I probably will need to bump it up another notch instead because the AI royall

30 Replies 175,999 Views

I actually built hospitals on high pop planets to get them up faster. So on the plus side, growth boosting buildings are actually useful now to get reasonable population levels, instead of superfluous outside of adjacency bonuses. I think people are somewhat overlooking just how pathetic structure improvement in general is. Industry is the only place where you can just farm the devil out of planets without building up population because you can throw multipl

6 Replies 27,105 Views

Pop is good on crappy colonies where you've got a bunch of singles, and you can't boost your science and wealth with space elevators. Outside of wherever your flat boosting structures are placed, your science/wealth output is going to be really crappy unless you have lots of asteroids or get your pop up in the 20-40 range so you actually have some base production to work with. It may not be a problem in 5 world empires, but if you've got 30, you've got a problem.&

6 Replies 27,105 Views

[quote]1. Not every starbase is a military installation. The base stats of any starbase guarantee that you will not take it out for the next, oh, 100 turns at least. 2. That's the second part of the problem. Once you have a tool capable of defeating a starbase, you can take out any starbase. The scaling on additional modules for weapons and defenses is pitiful.[/quote] Not real sure why you snipped out a portion of my post and then fed me a reply that wasn't in

19 Replies 48,798 Views

I don't really understand how you would game the system when every administration use is permanent so long as the requiring item actually exists. Disbanding starbases to get administration resources back doesn't seem like a particularly gamey thing to do, it seems like something marginally intelligent if you have a bunch of no longer useful infrastructure being maintained and you need to scrap it and build something that actually serves a purpose. The way it is now, you actually ca

40 Replies 296,744 Views

If defending ships still run up and die by themselves(haven't had a starbase attacked yet) then I don't see a problem with starbase strength eclipsing early fleet strength, because you can't actually bolster their defense. Clearly, all is not balanced, but nothing wrong with a static military installation wiping the floor with a small fleet. They were tissue paper, it was embarrassing how easy it was to drop a static object, it added a great deal to the mediocrity

19 Replies 48,798 Views

Having played with fixed factories(which are worthless :)), the mine is clearly not worthless, but I must stress, once again, that social manufacturing adjacency is not subjectively, but objectively, absolutely worthless. For most factions, there isn't a single improvement you can build to take advantage of the adjacency. It's basically an empty bonus aside from a couple factions that have work structures with both Manufacturing and MaxManufacturing listed in the improvement types

19 Replies 887 Views

So... I'm guessing none of you have made commanders... The flagship gets you extra stats, of particular value early on is the doubled speed, but it's a defense/offense free ship, the promotions are all promethion, and get you ships with better stats, different boosts, etc. They're also all 0 logistics. With 3 citizens and 20 promethion you can make a super fast, super buff fleet with unholy badass levels of awesomeness in the early game when the AI is runnin

6 Replies 49,933 Views