[quote]I am not pixie, I am red-headed Saint Gothic Angel. Didn't you read my empire thread?[/quote] I think he was referring to your avatar.
Sole Soul
[quote who="RapMastaZ" reply="14" id="2131493"]Shouldn't it be "technological capability" not "technology capability"?[/quote] Not necessarily. If it were "might", then yes, but "capability" actually works either way. I guess because I think they meant "capacity" instead in that instance-the idea being that they're telling what they're researching because they're researching too fast for your spies (which they know you have because they have spies...that you know they have
[quote]Exploits are actions unique to electronic gaming wherein players can take advantage of the fact they are interacting with non-sentient electronic code not with other living players. You don't find exploits in poker or monopoly.[/quote] This isn't entirely true; there's an exploit in TPM08 (The Political Machine 2008) that is so powerful it can even be used on a human player. But since TPM is a cyclic game that no one cares about outside of the elections, it'll never get
[quote]I can only admit to think over before doing anything.[/quote] This was perhaps as clear as any of Zyx's posts. (Read: Not at all.) You okay?
[quote]for now trying to keep my planets happy and productive[/quote] Then don't build too many farms. ;) Population kills morale fairly quickly, so keep them under 14B/15B early on (one intensive/one adv farm) and under 20B/22B late game (two intensive/two adv farms). There's never a good reason to put a farm on your homeworld, as it can hold up to 16B pop.
[quote]I've read it, SoleSoul. But how would i be able to compare these two gameplays in fair terms and issue opinions if i don't have SoaSE?[/quote] Fair enough. I did try to compare how Sins did it and how I envisioned GC3 might do it, but it's less obvious if you don't have Sins. I'll try to be more clear in the future; the main point is that I see a starbase as having enough population that it won't flip more easily than a planet would, while not generating enough in
[quote who="Zyxpsilon" reply="1" id="2131331"]Yep, but if you just lost half your fleets trying to eliminate an AI to record a Conquest Victory, would you reload all freshly awaked and aware to wait a turn more and reset your starports with more accuratly designed weapons to say, fasten the inevitable outcome? Or for 50,000 points more? In GC2. For a metaverse rank.[/quote] Scoring doesn't work like that... And anyone who finds themselves in that kind of a situation
[quote who="WIllythemailboy" reply="18" id="2131333"]No, it means there's something unexplained in the current theory of gravity. The current theory is merely a working approximation based on observed effects with no solid theory behind why those numbers are what they are. Add in the fact that no one can completely explain how gravity works at the quantum level, and there's plenty of room for newer theories to supercede the current one. Gravity is easy to observe, damn hard to prove.[/qu
Okay, but how does that add any benefit? Again, when the scoremongers get to the point where turns take that long, they save that often. Some of them don't have that much time in one block, so they happen to reload often. What difference is there in playing a game without saving once or playing a game while loading your last save 500 times? Is the person who managed to find enough time to play 8 years in one span before stopping so much as to sleep a better player?&n
[quote]If you're the only shmuck on this forum that doesn't know gravity is a theory, yes you are. Since there are plenty of utter morons on this planet that share such an education, you're probably not. There are problems in the theory of gravity that we've as yet been unable to surmount. It may be wrong entirely. When they figure out why their numbers keep coming up wrong on slingshot mechanics and why the pioneer space craft aren't moving fast enough, we'll have a better idea.[/quote]</
Research is civ-wide (you only research one tech at a time), but each planet uses its own industrial capacity (factories) to build its own improvements and ships and has its own economy. Whether or not you're breaking even on a planet by planet basis is largely irrelevant so long as your civilization's economy is staying positive, and the exception to the idea of the planetary economy is that you can only set the tax rate for your civ, not each individual planet. You can special
[quote]Oh, please God noooo - don't make a SoaSE outa GC3 in such a way that it becomes obvious both gameplays were fused. Use ingenious "features" to enhance it, yes.[/quote] I'm not. Read my post.
[quote]Oh, darn i'm again being misunderstood somehow.[/quote] You're misunderstood every time you speak, Zyx. ;) [quote]but not before my left hand is cured and ready[/quote] ...no comment. [quote]I save often, does that count? See, what i'm getting at?[/quote] The scoremongers save every turn, or if not that every other, simply because of how long turns can take at that point. Reloading is another topic entirely but generally since it
[quote who="Martok" reply="14" id="2131019"] Quoting Peace Phoenix, reply 6 I just spent a whole hour customising a race Have you started playing with the ship designer ? Heh. That's what I was wondering. If he took an hour just to design/customize a race, he'll spend whole months designing ships.... [/quote] Fixed. ;)
[quote who="Sole Soul" reply="24" id="2130953"]Although, we could certainly address the starbase mechanic by having starbases essentially be mini-planets (blatant stealing from Sins here, actually) in the sense of having influence as well as population, though not necessarily tiles.[/quote] [quote who="Sole Soul" reply="24" id="2130953"]starbases essentially be mini-planets[/quote] [quote who="Sole Soul" reply="24" id="2130953"] mini-planets [/quote] Poi
[quote]Claiming it can't be proven is ridiculous, gravity can't be proven either.[/quote] Am I the only one who finds this hilarious?
@Willy Same. Actually, I think I've seen the AI take one out once. @Zyx If you'll read up, you'll see that the suggestion was about resource starbases, not mining bases. Which I would disagree with as well. They don't need to be vulnerable to influence (unless we're going to make them an equivalent to a planet in that regard there's absolutely no reason for them to be, as they would be too easily flipped); just somewhat easier to trade for.
[quote]I'm not familiar with the acronym 'FDR', but I do know that the schizophrenic from 'Batman Begins' said this.[/quote] And here I thought the US education system was bad... Slight correction, Thomas: Franklin Delano Roosevelt. (His wife was Eleanor Roosevelt, which may have thrown you off.) [quote]I also wish my lawn was emo Either I don't know what you mean, or that's a rather strange thing to say.[/quote] So it would cut itself, of cour
[quote]Unlike your social spending. the production assigned to the military is being recycled back to you in the form of economy.[/quote] Actually, unused funded social as well as military is returned to your treasury (with the caveat that unused funded social is directed to military first, so long as military is funded, at which point if it is still unused, it is returned to the treasury). Of course, if you're always building something, you'll never notice this...
[quote who="23Spring" reply="12" id="2129928"]A GUI that gives me all the planet data I need from the galaxy/top level HUD. I do not like having to click on the HUD to get certain essential planet details that I just need to glance at: time remaining on social project, for example.[/quote] Colony Manager/List. (In Civ Manager window.) Learn it. Love it. Or is your problem that this screen is too far down?
[quote who="Konming" reply="4" id="2129751"]I was trying to figure out if overspeading in social and military project gets refunded. That is, if a planet spends more production capacity than needed to finish the current item, will the extra production cost refunded? Due to this game misbehavior, I have yet to find the answer.[/quote] Military-no, it's wasted. Social-no, but it counts towards the next project you build on that tile-all social production used towards building it
[quote who="Hawawaa" reply="24" id="2129655"]I reedited my replies ie this tech subject... I think I figured it out a fair way for tech trading for new stuff.[/quote] Please don't do that...how would you like it if I went back 20 pages and edited something? It's difficult to find it, regardless of where it is, when you do that. Feel free to make a new post; we're not anal about double posting in here. Turn length has been discussed before, but not...wait for it...<
@Scout Is the simple solution of requiring that all techs preceding a tech be a prereq for both it and the items it unlocks too complicated? GC2 does in fact support multiple prereq techs, although the tree doesn't handle them well in the view, and we've spoken off and on about GC1's multiple prereq system as well. For instance: Change Warp Drive (the engine) to require Impulse Drive III, Impulse Drive II, Impulse Drive, Ion Drive, New Propulsion Techniques, and<
Interesting. Tested on a tiny, but thought tourism interfered, so tested on an immense. I do see a difference of about 50bc, and I'm not sure as of yet where it's coming from. (Testing group was 3 research labs.) I'll have to look into this in more detail.
[quote]4. I don't know if it does this already. If no, include it![/quote] Shipyard stats don't show race bonuses, no. I'm not absolutely certain they should, either; at least not solely. Showing both would be nice, if it's clear enough that you only have x attack, not x + y attack, etc. @Willy It occurred to me that we compared ships based purely on their logistics costs, without truly accounting for their combined space (which with sizemod factoring in is