[quote who="DerekPaxton" reply="2" id="3852196"] Quoting , quoting post Notifications such as "Your treasure hunters return with credits" or "The scavengers have found bugger-all" are too large and obscure what is going on. Sometimes I want to set things up so I can see which direction an enemy fleet sets off when I press the "next turn" button. T
Stalker0
Another good example that I think helps explain the weakness of growth: In this example, playing the Altarians I have very high social for my people, and so this +2 pop could translate into a +18% income bonus for my galactic bank planet....very nice. However, just plopping down a single financial district would grant me a +15% bonus...and I would have it
The Navigators +100% sensor range policy is very weak. It is used for just a few turns in the early game, and then its asteroid exploitation all the way. Later on there are just better policies to take. However, one idea that could make it very attractive and fit "in theme" with the race. Keep the +100% sensor range, but also reduce Survey times by 1 turn. Now you have something cool and distinctive, giving these archeologists a leg up when it comes to surveying.
For context, here is one example of some of the highest growth numbers I can manage. And still it takes 17 turns to get a pop. This is the point in the game where I can build most districts in a single turn.
Another note on growth. So every 2 people = 1 victory point for the end game. Because of the way growth works, this is yet another area where massive expansion beats out tall play handidly. It is far far easier to grow 6 pop on 3 worlds than it is 18 pop on 1 world....even if the 18 pop world is using massive growth boosters.
I added some additional notes to the OP, as my thoughts on a few items has shifted with even more play.
Here's a great example of what I mean by "Terrain doesn't matter" At first glance, this world looks like an amazing research planet, look at all those blue tiles! Yet the devils' in the details. If I were to place all research buildings on this planet, I would get a nice little 120% bonus. However, because my base science is only 1, that's a total 2.20 research per turn,
I agree with this, at the very least you shouldn't be able to governor a planet if there are enemy ships still in range or something.
TLDR Financial Districts actually take quite a while to pay for themselves, as opposed to just using the manufacturing on the economic stimulus package. While ultimately they do pay for themselves, there are scenarios (especially in the mid to late game) when it may be more lucrative to simply take the project over building up a lot of district infrastructure. So, you have a new core world that has just blossomed, and its time to get that money! Yo
In this thread I'll cover a variety of starbase modules that I think could use a look at. I'll update this thread as I find various modules to discuss. Starbase Market: So this thing requires a durantium and a promethium special resource. Consider this, at rock bottom prices I could sell both of those for a total of 20 credits (and I think that is a very low ball number, especially the Prom in most games). This is not even accounting for the cost of the module itself. So lets s
Version: 1.0 (1.2 as well). Reproducibility: Take any scenario where you have 5 or more policies unlocked. Fill up all 5 slots with polices. Now try and replace the 5th slot with a new policy. Often once I get my 5th policy, the UI gets wonky. If I try to replace the 5th slot, the system will often replace the 1st or 2nd slot, and a game of musical chairs begins, where I have to replace policies multiple times to get the list I want. <img src="https://cdn.stardock.us/f
Devs, any chance we can get the formula for how attack and defense values are actually "rolled"? It would help a lot in various analysis I would like to do, and those results may help you with some of your balancing. So....please please please? :)
TLDR : Generally a fleet of tiny ships provides the most raw combat power per logistic point, aka a fleet of tiny ships is the "strongest possible fleet". However, tiny ships cost a lot for that power, and so small and medium ships can generate "more power per unit of manufacturing". Aka both have a niche in the game, and the concerns about medium ships being "inferior" to smaller ones is not fully true, at least at first glance. However, the Big X factor is overkill (how many
Infinite Garden, now THAT is a cool tourism building! Decently cheap to make, very nice tourism bonus. A level bonus that is solid (and considering its a food building, you can go nuts with it if you ring it with farms), incredible adjacency booster, and a culture point! Frankly, this one building beats ALL of the other tourism buildings....combi
Here are my current thoughts on Balance for Policies (I will add more as I remember them). For ease since there are a large number of these, I am going to give them a quick rating: A - Perfect Balance. I think this is a great policy that just does its job well. C - Decent Balance (either a bit UP or OP). This one is either just not quite carrying its weight, or actually a bit too strong and I find it hard to leave it. F - Bad balance. These policies are either so crazy
Here's one idea to make defenses "work together better". Right now weapons mostly add together to augment damage, in fact multiple weapon types can give you a large increase in damage. Conversely while defenses also help each other, the effect gets very weak after a few points of defense. What if the various defensive technologies gave "+10% to all defenses" instead of just "+10% to point defense". You would still have the branches that gave you the new modules in the various defenses
Obviously, there are a million and one ways to improve a AI, so in this thread I am only calling out what I think are the most prevalent issues with the AI that with slight tweaks could give it a major boost in effectiveness. Here are my top 2 right now. Once a war gets going, the AI will just spam single ships, instead of placing them into fleets. This seems especially prevalent when its rushing ships, it just rushes out a single ship and sends it to its death. A better method
I think another area to look at is around repair rates. One of the issues right now is that in the time it takes a large ship to repair itself (and this is even considering things like repair bays) I could have cranked out an entire fleet of tiny ships. So in extended fights large ships feel just as "disposable" as tiny ones, they get beaten to heck in a few fights and then they get sent to a planet with a caretaker ship where they will repair forever and a day. At that point, just ge
[quote who="SchismNavigator" reply="3" id="3851842"] I do see where you're coming from in regards to the cost value of the private option being poor. Would reducing the cost be the way to go to make it more appealing? [/quote] the issue is money is very tight at that point in the game. You need leaders for ministers, for commanders, for governors. And your income is often a meer handful of credits a turn, or perhaps even negative! meanwhile research is plentiful in c
So this quest gives you two choices, you can start the mission to get Universal Translator, or pay 600 credits to get a company to do it for you. And....the company option is utter garbage. Paying 600 credits at this point in the game is absolutely insane, that could be two leaders, and you need them all when your expanding. But then you get what amounts to a free tech (which is pretty darn cheap to begin with) and a -1 diplomacy, as opposed to an early culture point. There is
[quote who="scifi1950" reply="5" id="3851723"] I'm not sure the "Trample" concept translates very well to space battles. Once a ship has launched an energy beams or kinetic slugs attack it can't make them retarget. However, I think missiles being told to retarget would be believable. Might make missile ships OP though. [/quote] The way you do it is, you run the calculations for how many attacks are needed to take out an opponent, and then have the remaining
Currently, the game has 3 primary layers to develop your yields and infrastructure. The main planet screen, using manu to develop buildings. Your stardock, providing supply ships and projects using military. Your population, providing yields through specialists. The first two work well together, a
that's possible, I don't pay much attention to the anomaly descriptions.
Oh this should be in bug reports, apologies. Moderator could you move it please.
All of my ships in the designer routinely tell me there speed is... 15 lets say. But when I build the ship, the speed is only 14. My guess, it looks like the designer is assuming a +2 speed from my minister of exploration, whereas I am actually only getting a +1.