BuckGodot

BuckGodot

Joined Member # 3891072
13 Posts 220 Replies 4,128 Reputation

On today's devstream Paul mentioned that the empire penalty was changed from 1% per planet to a flat -.02 and that he thought this was far too small and that he would be looking at it again. This makes me think that the current .2 was an XML error and in fact NOT working as intended. But the chat was extrmely laggy and had to be rebooted several times, so I can't confirm everything he said until/unless the YT replay goes up in full. He did mention that he still wan

38 Replies 28,196 Views

[quote who="Ex Mudder" reply="1" id="3546443"] When I play with the Altarian tech tree as a custom faction, I get to use the Biosphere manipulator once on a Soil Engineering tile. The text says multiple times, but I have never actually seen that happen. Didn't even realize it was supposed to be more than once. I also get a "Universal Soil Adapter" from Habitat Improvement. [/quote] I [b]suspect[/b] it is suppos

15 Replies 9,609 Views

If I understand things correctly, the Biosphere Manipulator is supposed to be the Altarians version of the Ultra-Terraformer. The amount it takes to use one to fix a tile certain;y suggests that. As does the fact that the tech that unlocks it (Paradise Worlds) gives a separate improvement that allows one to upgrade any tile anywhere on the planet at the same time. However throughout the beta, it's been a one per planet, unlike the Ultra-Terraformer. This puts the Altarian fa

15 Replies 9,609 Views

[quote who="Nastytang" reply="6" id="3546010"] Well on a Insane map with over 200+ planets I hit 0 Morale so it is too large. and yes I had the Ideology trait and had 9 starbases for morale!!! My large empire penalty was over 200% with 200 planets. [/quote] That is the [b]old[/b] penalty. The new one (for games started today after the patch dropped) isn't percentage based. :)

38 Replies 28,196 Views

Every Harmony Crystal gives one +1 morale. On a map with 1000+ planets, you're going to get a [b]LOT[/b] them. At the very least, one can trade for them. You're also going to get a lot of Approval Relics. Cautiously optimistic about this change, actually. Flat is [b]FAR[/b] easier to overcome than percent in this game. EDIT::: Also, let's not forget the Malevolent trait that gives a boost to Approval for conquering planets. Last I checked, that wa

38 Replies 28,196 Views

All terraforming tile improvements [b]EXCEPT[/b] for Ultra-Terraformer (which is based on the lowest level of tiles that can be fixed) can be used exactly once per planet. This is by design so players won't build Super Planets too early. It's something I personally disagree with, but I realized long ago this was a lost battle and moved on. ;) As it is, making it so all the terraforming tiles can be used as many times as one wants is trivial to mod. Literally

6 Replies 3,544 Views

I brought this up earlier in the beta, and a few others have as well, but I'd like to address what I think is an oversight in the tech tree for the Yor. Namely, they are the [b]ONLY[/b] faction who are unable to extend their starbase Area of Effect. I believe the reason for this might be that their range extension techs are placed in a different section of their tree instead of being based on "Life Support". While this might not seem like a big deal, it does hurt

0 Replies 1,259 Views

[quote who="Ex Mudder" reply="16" id="3545474"]Gah, I need to proofread better. I think common has too many planets, and especially too many multi planet systems, but both abundant and uncommon look good. But I could see both uncommon or abundant being tweaked, or even another level added with even more habitable planets then abundant. [/quote] The thing is, this is easily moddable. Just play around with the settings in MapSetupDefs.xml. Might even be a

18 Replies 169,525 Views

[quote who="Seilore" reply="8" id="3545402"] Quoting BuckGodot, reply 7 Heavy Gravity Worlds were in GC II. They might have been in at one time as part of the devlopment cycle for GC III, but replaced in favor of Frozen Worlds. The problem with all these theories is the icons still exist

11 Replies 3,428 Views

[quote who="Lucky Jack" reply="18" id="3545461"] There is a great inconsistency here, since a survey ship running in auto-survey mode will quit after surveying an anomaly until the next turn an a survey ship in manual mode can be directed to analyze several anomalies in one turn. If nothing else, I think Stardock should correct this inconsistency by having the ship continue in auto-survey mode until all move points are expended. [/quote] Oh is [u

19 Replies 38,709 Views

Heavy Gravity Worlds were in GC II. They might have been in at one time as part of the devlopment cycle for GC III, but replaced in favor of Frozen Worlds.

11 Replies 3,428 Views

[quote who="zingo77" reply="2" id="3545349"] It has to be some modifiers, though haven't tested it deeply and haven't noticed immediate changes, as when these techs are unlocked, you have already big influence. [/quote] You'd think that. But they are, quite literally, the [b]ONLY[/b] techs in the Terran Tech Tree without icons that explain what they do. Well, except for the few techs that are so completely self-explanatory that they don't [b]need[

5 Replies 12,866 Views

As far as "useless techs" go, as far as I know, the only confirmed useless one right now (in the Terran Tech tree at least) is Antimatter Containment. It [b]used to[/b] provide an anrimatter improvement, but that was taken away when resource based improvements were expanded. But nothing was put back into it to replace it. The other potential candidate is the Precursor Relic Focus spec tecs. I started a thread on that to get feedback on them, and so far no one

8 Replies 5,458 Views

%boost to moves are great and i always take them when I can. As noted, they stack. Furthermore. at .5 and above, they round [b]up[/b], not down. Thus something with 4.5 move becomes 5, which is a tremendous advanatge in the early game. At least, IMO.

8 Replies 5,458 Views

Subject title pretty much says it all. But to expand a bit, the there is a specialization trio in the middle of the Engineering Tech tree called "Precursor Relic Focus". In them are the following three techs: Precursor Technologist (Increases Precursor relic research benefits) Precursor Cultural Studies (Increases Precursor relic cultural benefits) Precursor Capitalization (Increases Precursor relic economic benefits) But unlike nearly

5 Replies 12,866 Views

It was much higher in the initial stages of the opt-in patch. ;) It used to be 40 before the patch, was raised all the way to 250 during the first part of it, and is now sitting at 150. Basically SD felt shipyards were [b]far[/b] too easy to build. Now they are trying to find the sweet spot balance wise. :)

2 Replies 14,316 Views

IIRC, it is working, but not showing. It is because "Social Manufacturing" isn't actually broken down anywhere (what you are pointing to is "Manufacturing"). But I have tested this early game (when it is the easiest to see what is happening) and buildings are quicker to build on all of the planets that have bonuses to "Social Manufacturing". I'm sure someone else can explain it better than I as I am still a little fuzzy on "Total Manufacturing"/"Raw Manufacturing"

3 Replies 3,412 Views

My comfort zone (from years of playing Immense maps on GC II) is about 50 planets per major faction. Near as I can tell, an Insane A/A/A game has around 1500 planets. Give or take. That's quite a bit under GC II generation rate (I should expect 2000 planets if it were the same). So, for me, I'd want 30 factions or so on an I/A/A/A game. 40 to 50 if there were a comparable generation rate as GC II. But it also depends on your expansion rate, their expans

8 Replies 39,251 Views