Goatmeal

Goatmeal

Joined Member # 3164671
4 Posts 37 Replies 537 Reputation

No. I never play any other tech either. Thalan tech is far and away the best with the only possible exception being synthetic and using the synthetic tech. But even then, all the free raw production from the Hives and vortex makes up for that. Not even including the empire wide tech bonus from the hyperion matrix...The extra miniaturization techs....The extra accuracy and jamming techs...I mean it's pretty ridiculous.

74 Replies 234,357 Views

If you were to min/max the relative effect of patriotic vs whatever other trait you chose in its place I'm pretty sure it is more valuable. To me this is an indication of some of the other traits being a bit weak. That said, as has been pointed out before, morale can be overcome or even ignored quite succesfully. The one change I might suggest is that it seems more logical for % mods to affect the flat positive morale portion prior to subtracting out the

12 Replies 32,807 Views

Honestly, I understand what you are saying and, conceptually, it seems solid. But I feel that the problem with the AI is it has too many choices and it cannot adequately use all its options. I feel like the best way to make the AI challenging is to make it more basic. Give it fewer, reliable ship designs and make key changes like forcing it to only send out fleets when they are at max logistics. Having the AI use suboptimal ship designs is acceptable given that t

5 Replies 30,382 Views

I've already posted that I don't see any reason to use any other tech tree. Hives don't give you manufacturing. They give you Raw manufacturing. IE they give you the same thing pop gives you. Thalan planets after you build the gaia vortex basically start with 8 pop for free. Hive plus 4 vortex plus 4. Also any adjacency bonusses to the hive also boost Raw manufacturing. This then gets modified by your specific mfg or research bonusses.</

7 Replies 19,287 Views

Personally, I don't even compare Galciv with Moo because they are different games to me. Master of Orion was civilization in space. The timing of them and the relative ground breaking strength of both places them in lofty positions. Moo was always about how to guide your race through this journey to dominance. But the journey was focused with a specific rule and option set. It was a game for optimizers and min/maxers, it was a game that you kept going back

29 Replies 120,678 Views

To be honest I don't see it as a terribly flawed system. As you mentioned in point 1, it's completely optional even when playing a min/max style due to the limited effect. I actually use it as a visual reminder since my planet quick view will be blank for any "completed" planets. Any upgrades show up and are easily noticed that way. Also, I had not really thought about the effect on more casual play. If the end effect is improved experien

18 Replies 45,007 Views

I don't agree that the test population is statistically any different than the main player population. Mainly because I have no evidence to back it up. The presence of remaining errors does not equate to poor testing automatically. For all we know the errors were on a list and didn't get fixed in time for release. Boss says ship, you ship. Normal business. The point about the game having very few errors where it simply doesn't

26 Replies 130,528 Views

Not trying to be combative, I appreciate the point of view. But all those points you mentioned don't hold much water in practice. While it may give you an option to boost the non primary portion of a specialized (or generalized) planets production the actual tangible effect has to be weighed. How much power will you really get from that feature? The game incentivizes you to specialize. As discussed, for a specialized planet it amounts to busywork. For a

18 Replies 45,007 Views

All good points and the primary notion, that there is no strategic choice other than expand early, is correct. At least not if you want to play in a way you'd play vs a human...you can always role play or whatever. For improvement to the system I would change 3 things (2 of which you mentioned). First and most importantly is maintenance. This is a game wide problem where money isn't an issue and is easy to make. I suspec

4 Replies 17,604 Views

The armed invasion module is actually not bad if you are super lazy. You just put one on every capital ship and it gives you a fighter screen and invasion potential. Obviously this is suboptimal but it is easy and does save the carrier research. No more needing to worry about invasion ships. It also makes sure you can always get your troops off the conquered planet after the invasion since you will always have space available...unless you somehow are able to keep all y

9 Replies 10,244 Views

The galciv ship design system has always been more about customizing looks as opposed to smart equipping of the ship. In the end, more, better weapons is always the way to go. Countering a specific ship design with the right type of defense works great, but in practice it is too expensive to do since you need to "just in time" upgrade your ships. (or have guessed right to begin with...or have 2X-3X as many ships as them with a fleet using each type of defense....in which c

11 Replies 36,048 Views

Is it intended for the minimum production from sponsors of a shipyard to be 1? Other than my homeworld, any planet at any distance with any level of production towards ships will contribute a minimum of 1. My homeworld will correctly contribute 0 when bottomed out but all other planets give 1 even when the slider is 100% science. My guess is this is a rounding interaction with distance decay but I don't know. It's not a big deal but early on wi

0 Replies 8,373 Views

I'm not sure any are really overpowered. In the end the AI isn't good enough to strike you down so the fact that you have an "endgame easily" button doesn't matter. You already won earlier when you got to critical mass with enough warships to carve the AI empire down planet by planet. This has little to do with population booms and more to do with some serious step functions in the game. If you get to the point where your single fleets beat their single fle

23 Replies 28,821 Views

I have a simple question regarding templates. Can you delete a ship hull you have created and saved? Also offhand....does the game auto share people's templates around or are they making us new ones? I've seen a few pop up over the weeks that I didn't make.

10 Replies 13,370 Views

I think they did a pretty good job identifying areas for improvement from 2. The mere fact they chose to offer MP when they absolutely did not have to is a big plus for attempting to push limits. They identified making games longer and more epic as a goal and generally succeeded. AI is, as always, a weak link for stronger players but that is hard to do well. The AI in civ beyond earth...obviously from a very polished franchise...also can be reduced to a simple method

70 Replies 274,774 Views

Both malevolent tests were with only 1 habitable planet in the home system (my capital). The first colony is always in another system. The distance does not seem to be a factor as other nearby systems do not get this bonus. It is always capital and first colony.

16 Replies 14,656 Views

I posted this in the general forum by accident but I wanted to make sure somebody saw it. If there is a form or method I need to report this type of thing please let me know. I have noticed that when I get the second ideology in the Motivation line for Malevolent (Relentless) it seems to apply the +10 manufacturing bonus to both my homeworld and the first world I founded. "Relentless +10" clearly appears on the manufacturing tooltip for both planets and the

16 Replies 14,656 Views

I just want to post so that both opinions are represented. I greatly prefer planet by planet control as opposed to the forced inefficiency of the galciv2 single slider. I don't think this is a huge burden for players of a 4x game. If people don't like the micro capabilities they are fully able to set a 33/33/33 50/50 macro slider. Please don't modify this aspect of the game and ruin i

40 Replies 179,674 Views

I have noticed that when I get the second ideology in the Motivation line for Malevolent (Relentless) it seems to apply the +10 manufacturing bonus to both my homeworld and the first world I founded. "Relentless +10" clearly appears on the manufacturing tooltip for both planets and the number reflects this. Additionally, when I get the third ideology in that line (Ruthless) the 100% military production boost is also applied to both the homeworld and first colony. Even with

0 Replies 7,651 Views

Your math seems reasonable and the general question you ask is good. The only thing I would say is you need to examine the initial premise. If you were trying to specialize your planets then you would have decided beforehand what was important to you and placed the corresponding buildings on the highest pop planets. At the end of the day, pop and raw production is the key element. You identify what you want to maximize and (considering

5 Replies 18,758 Views

Not complaining or anything..I enjoy the game very much so far. I am just looking for other opinions on the relative balance of tech trees. I like to customize my faction and always enjoyed how galciv used different tech trees as part of the customization experience. My question is what do you guys think about the Thalan tech tree? For my part I'm a little surprised at its incredible strength. The hive building alone gives them a ridiculous s

8 Replies 25,881 Views