B. Nomenclature and Summary (so far) Cultural influence (or Influence for short) has several parameters, which form a pipeline . These data are somewhat dispersed, so you must do the database join by click-drilling every turn. Every planet has these parameters (in pipeline order). Below each, I list some of the things that affect them. Influence Growth
Gilmoy
GC3 influence was a mystery to me. So I'm delving into the numbers. This is my attempt at a "Culture 101" thread. I will break up my findings into (many) replies, and edit as I improve the upper and lower bounds. My goal is to reverse-engineer the cultural influence equations . We did that for economy, so our collective players' knowledge on this forum exceeds the "Econ 101" thread. As a by-product, I plan to influ
[quote who="ForesterSOF" reply="20" id="3483477"] And do not forget the races in the Space Empires series. [/quote] SE3 had the single greatest random event I ever saw in a 4X. Planets have happiness. Conquering a planet sinks its happiness to ~30%. You must laboriously build system-wide joy facilities, set that planet's tax rate low, and garrison it with a surviving damaged troop, to coax its happiness up. If planet happiness f
Strictly speaking, the ratio of (your culture / their culture) in each planet's hex must be >= 4.0 (? -- if that's still the case) . If one of those planets is Iridia with culture of 180, then you need to project culture of 720 .0 + into that hex (?? -- for k>1 turns?) to flip it. Since you say all space hexes adjacent to the planet are in your ZOC (not the AI's), we can infer that your culture in those hexes > I
[quote who="Rhonin_the_wizard" reply="2" id="3491990"] 11. The Benevolent unlock Breakthrough did not give me any research points. [/quote] Elaborate, please. Did exiting Ideology take you directly to the Technology newsbot? N.B. Ideology +rp awards do give you the rps, but the UI does not show it well . tech rp += 300 [_] not displayed while (tec
[quote who="sonoyuu" reply="7" id="3492301"]... it is frustrating that when one thing gets fixed, often another gets broken [e digicons]XD[/e] [/quote] That's normal for any game (or application) that uses a hierarchical code model, e.g. OO in C* (which includes C++/C#/Java). One bug (or new feature) could cause an underlying game service or module to change. Then the bug fix (or feature change) will affect all of its (many) callers, not just that one.
I am not so lucky -- 1st 0.42 game (Terran, large, vs 3 Godlike), I've built 3 starbases w/o problems. What races are you playing?
I've never played any of the MoOs. I have played Malfador Machinations' Space Empires III, IV, and V. All 3 involve ship design with components, and tactical ship combat, where ship damage is in terms of components knocked out. All SE versions have Boarding Parties as one of the components you can research (and Security Stations as the anti-boarding defense, but I always considered that to be wasted space -- I prefer to defend against boarders by just winning t
Fixed: (Colonial Hospital 39 mp) Not fixed: Benevolent Mindfulness applies to all planets (yaay!) "first k planets" restrictions (e.g. from Ideology) not implemented? More to come ...
Uh ... I thought that was me! But I'm up to 206 hours [e digicons]:rofl:[/e] [e digicons]k6[/e] p.s. micromanaging really sucks
[quote who="androshalforc" reply="50" id="3450147"]... when ... [a] word ... has 2 meanings that directly contradict each other it causes me to lose faith in the dictionary[']s authority.[/quote] A dictionary compiles a consensus of meanings, based on current usage and language drift. It doesn't define it. Not even OED2 is authoritative. Off the top of my head: cleave (unto) vs. cleave (apart) sanction (allow) vs. sanction (punish)<
All truly intelligent UIs are Malevolent. Clever UIs only seem that way ...
How do we get it? I just tried launching (from my Steam "Play" button). In my Games bar, for "Galactic Civilizations III" (my only entry), the "[opt-in]" suffix vanished. (I had the 0.41.2 opt-in.) I didn't see any download progress or pause. Once launched, the Main window still says "Ver 0.41". Should I delete all local content and force it to re-download?
[quote who="eviator" reply="2" id="3491291"]How long is it before the end of the Age of Colonization? It seemed about 185 turns.[/quote] One of the XML files shows that Ages are "points"-based: 0000 = Age of Expansion 3000 = Age of War 6000 = Age of Ascension 9000 = Age of Victory (but it still displays the string "Age of Ascension") Now, these do not seem to be the total rps you've spent.
happy happy joy joy goshdang it Stardock, I have work to do today happy like the dogs at the beach video
Well, remember that the Ages are an abstraction for many detailed restrictions . From a game-balance perspective, your actual choices are the following two: A simple tech tree, with Ages A tech graph , with wide branching factor, many more dependencies, and rules (but no Ages) You can't just discard the Ages and keep the same simple tree. That's surely broken, and the tree was <strong
#1 = planet tile bonuses, e.g. Deep Caverns, Haven, and two Planetfalls per planet. (I love that one -- they must have tied to be first ones down) Yes, the green up-arrow is for the improvement in the tile itself. The four orange arrowheads is for all improvements in adjacent tiles. [Bug] It should be six triangles , one per side. Four is an anachronism!
Disregarding the 0.41.2 bug that all Hyperions seem to have no effect ... what if you give them +Military levels from adjacency and tile bonuses? Is their +10% based on Military level? Then: +3 Military: Deep Caverns hex +4 Military: adjacent to a Slave Pit +5 Military: other adjacencies Do you get a Hyperion with 12 levels and +70% supply/capacity/hp? [e digicons]:omg:[/e] I'd play Drengin just to get that</e
Proof! Reload again, and ... they're back! Edit: This seems to be a visual tree-layout bug only. The Age of War techs are still disabled (grayed out), even though they're drawn in Age of Expansion (and I have the prerequisite techs). After 1st reload (with correct Technology tree): <img style="vertical-align: baseline;" src="http://cloud-4.steampowered.com/ugc/46481217783763622/64F155A2B729077521345532569FD6B66796351B/" alt="" width="1538" height="8
The Far Upper Right Synod of Seventeen AIs has purchased a new FullHD monitor and 2 TB SSD from your linked Amazon account!
I started a new game as Altarian. Through 46 turns, with several re-loads, and at least one exit/hibernate/GC3/load, my technology tree consistently showed, in Age of Expansion: C3 Industrial Specialization C4 Advanced Construction C5 Construction Optimization/Optimized Manufacturing C6 Precision Manufacturing in Age of Expansion -- should be Age of War for Altarians <s
Altarian ships seem to do this with components. New game, Altarian. Designer, either Constructor M1 or Colony Ship M1, Use Design. Now clicking on any of its components does not highlight anything. Double-clicking on any Life Support in its components list deletes all of them . Terran stock ship designs don't exhibit this problem.
From comments in the dev stream, Ages are a scaffold to help the AI. That's a substantial consideration. It's Not Just About You. It's also been pointed out that Ages can abstract away a rat's-nest of interconnected dependencies. You could replace Ages with dozens (hundreds?) of new cross-tree dependency links for "realism" or storytelling. That would incidentally prevent (or punish) beelining. But the UI can't even display a
Nice pictures. I called this idea "isolines" in Athlgrond 's Planet Management Suggestion thread.
Yup. Not bugs (we think); this is how approval will work. The Beta 1 UI just doesn't display it well (but there are many other things it doesn't display, either). Expect Beta 2 (or Beta 1 patch 2) to be an epochal shift in UI and numbers. Paul commented in a dev stream that his intent was for approval bonus tiers to be smooth(er), not steep staircases. No more clicking 1 pixel at a time for a 25%-to-40% step up.