Holy Hell! [e digicons]:omg:[/e] ........ The correct formula then should be: f = rp * [ pb/100 + 1 ] * [ rb/100 * 2,64 + 1 ] where f=flasks; rp=research production (base production); pb=planetary bonus; rb=racial bonus. But there is still an error of ~ 0.1%-0.5% therein, I can't solve. Works with no bonuses pretty fine, also with 100% planetary bonus (TechCap), but with only 25% (RCC) the number of flasks is over-calculate
Maiden666
No, you can't. But that's a nice idea actually, and yes, some of the names of the Military Starbases Techs are quite deceiving. [img]http://amcore.kryofx.com/sig/21996/2.png[/img][img]http://amcore.kryofx.com/sig/21996/1/5.png[/img]
Hey this story is pretty fine - give it some more time plz!
Willy, you may be right. It seems that the bonus applied to research is getting greater as the other %-bonuses [racial, planetary, SB etc] are getting greater - but the relation to it is not proportional nor based on a single x²-factor... However, there is a non-optimal, non-accurate solution. One can reverse the maths by taking the research output into the equation, and putting this into relation to the planetary rp-output, and all the %-appliers - and then get a factor. Li
[quote who="GmOOnii" reply="3812" id="2491911"] I hit a clich in my life support cap. I will post in my empire thread when I figure it out. No more than 5 Ultra Life Support and 5 Sensors Array (IV) plus 6 Stellar Engines on Your Survey Ships. [/quote] BTW what´s a "Stellar Engine"?
Leon, you´ll find the post within this thread helpfull, esp. those at the beginning. Once you know the basic framework - these games are very easy and one could go further to tweak them with own ideas. And if it holds true that there is a secret bonus to Research on the higher difficulty levels - then these games are actually the most easy at the suicidal-level. btw, a "classical" ZYW ends on 8th April - however, most of them could be ended sooner [which will cau
Well, the problem persists on ALL the worlds on this map. Actually - on ALL maps/games I start with Techbonuses - even on day one where there hardly could be any treaties. But just as you mention it - how are Research treaties actually incorporated into the game? Because that might be another factor, and I really really hope at this point that the difference is NOT based on varying multiple factors - because that would make it pretty hard to find out how the equation could finally
BTW found this angel [e digicons]O:)[/e] smiley it hides itself from me occasionally.... But be assured the uttermost [e digicons]}:)[/e] always comes as [e digicons]O:)[/e] disguised in [e digicons]:sheep:[/e] skin...........[e digicons]B)[/e] [img]http://amcore.kryofx.com/sig/21996/2.png[/img][img]http://amcore.kryofx.com/sig/21996/1/5.png[/img]
Some people woukd shy away from submitting a 6-Year 666K score in this particular empire. I say: Points Is Points. Lol, comrade empoer, Spore ships sound to much like the horrors of the tyranids... ************ So I am not the only one who notices the Sinister current in this once holy empire...... GmOOnii, your bbmOOn ship seems to use Yor implements.&
Pretty good idea for GalCiv3 actually....
Iztok, ty for your time. Actually no - there are no Econ SB on the whole map present. I´ve backchecked the planetary bonuses (from colonization) - there is/are none. [The planet with the 1344 flasks output IS the starting planet - so there wasn't any "colonization"] I don´t have the RCC built. But even if I had - the 25% of it won´t make 1344 out of 754. However, I'm having trouble on ALL my worlds to calculate the res
Currently everybody else is having this problem, too. Just hold on.
Found in here: https://forums.galciv2.com/139395/page/2
The game uses this formula sqrt( ( 2 * Attack ) + Defense + ( Current HP / 2 ) ) to determine ship-strength. However, I don't really know if that does apply to your example here, but it could be - the already tougher weapons of the DL ship would be given much more weight than the HP's of your ships. Speaking about my own experiences with the DL - if I am not able to overtake their pl
Hi all, I´m just playing an all-lab strat with slider set to 0/0/100, and having difficulty on deciding if I should add a RCC or a Discovery Sphere over existing planetary structures. If I would know exactly how the flasks for each planets are calculated this would be a great help. I´ve tried searching the forum/wiki - but everything that is said just doesn´t add up to the numbers my game shows me - or I just calculate them wrong. Maybe s
[quote who="IztokBitenc" reply="21" id="2446457"]Hi! Good seems to be a complete waste to me. If you're playing for metaverse points, that's true. But if you're playing for fun, then not trying the good path will make you miss one interesting aspect of the game. BR, Iztok [/quote] AFAIK the best score submitted to the MV was under the "Good Alignement". <a href="http://metaverse.galciv2.com/inde
Storming onwards.... [IMG]http://img690.imageshack.us/img690/5954/agtsmith116kzywmv.png[/IMG]
[quote who="rakenan" reply="67" id="2492684"] Quoting GUDare, reply 31 Please, for the sake of all that's sane, fix the economy spending bars. I can't have a science planet and a manufacturing planet both going full bore simultaneously. Practically defeats the purpose of the capitals as a significant goal. It's more along the lines of "Oh, look, I researched it... 'eh, guess I'll put it somewhere." This. I have f
Somebody know how big the ground-invasion advantage is? I´ve just invaded a Drengin world with just 500 ppl.... He had 12.500 ppl there , Soldiering 30, dice rolled 12. Evil. I (Yor) had 500, Soldiering 60, dice rolled 40, Mass-driver. Neutral. After the battle still had 204 soldiers left...(!). Couldn´t believe it. Usually send these small transports in to decimate his people, then overtake without damaging the planet. And I can´t see how this s
Charles, that would be a nice feature really [e digicons]}:)[/e] - but you can´t blow up a single planet (although you can blow up the entire system with a Terror Star - but it takes even more time than simply invading a planets, so...) but I see no reason why you simply ignore those small planets because, later on, try maxing out your influence and you´ll see those small planets flip on a constant basis - this saves you not only troops, but brings you new planets that ar
[quote who="jacklv" reply="3809" id="2485736"] Slacker. Never send a human to do a machine's job. [/quote] Ya know, Jack - "Always one thing at a time", isn´t it? [e digicons];P[/e]
This story rocks! Esp. the description of the Yor-HW is fascinating. Keep going!!! [img]http://amcore.kryofx.com/sig/21996/2.png[/img][img]http://amcore.kryofx.com/sig/21996/1/5.png[/img]
[quote who="arunodayt" reply="3807" id="2485492"]You mean you will take a break from the game? [/quote] actually from *work* - last 2 years just had 2 days off, so I could do 3 months now in a row [*IF* my boss would find a suitable replacement for that time.....] but I guess a week will just be fine for all the software re-install + casemoddings... and by then I hope they'll get the MV fixed so I am able to create a new character, or, at least, set back #2,
[quote who="arunodayt" reply="3805" id="2485016"]Oh yes! Maiden is just ratcheting up victories one after the other. I wonder what he will do once he gets his new rig! [/quote] First thing I do is *looooong holidays* [e digicons]:grin:[/e]
[quote quoting="post"] I have 2 of the default design "scout" ships, as well as one of my own "fast scout" ships. The default ones have no engines on them, mine has one hyperdrive plus engine. One of my "scout" ships has a movement speed of 3, but the other has a movement speed of 2. My "fast scout" has a movement speed of 4. Wherever I build a new "scout", it has a movement speed of only 1, and the "fast scout" has a movement speed of 2. [/q