Jam3

Jam3

Joined Member # 601773
0 Posts 48 Replies 1,013 Reputation

Once a planet gets over 20B (and thats high) you run into insane morale problems. The only reason why you would ever put mass farms/morale buildings on a planet would be to increase your troop numbers but that rarely makes sense. There are alot of posts out there that go into detail about why you build a single farm on a non farm bonus tile for every planet, some people dont even build the moral buildings and just build more markets and manage morale with the tax level concluding the slot the mo

100 Replies 42,579 Views

Another "easy" solution that would also get rid of alot of the micromanagement and could easily be implemented in the current game is to get rid of the total industry capacity slider and eliminate all waste. This should allow for better AI as it appears that the AI's main problem is in keeping its total slider set low to improve or maintain its treasury and it falls dramatically behind the human player. I agree with the above poster as well that the research slider should be a 100% slider and mi

100 Replies 42,579 Views

I agree with the OP that its overly complicated. Civilization is a much more understandable model, basically GalCiv2 is th reverse of the Civ model. I think Stardock should basically just borrow heavily from that model and instead of the planting buildings in tiles we should see tile improvement ala civ with production and food making alot more sense and the slider only there to adjust the tax rate. Population growth should be based on planet quality and available food plus other modifiers, Polu

100 Replies 42,579 Views

You have to rely on quantum events to accelerate past C. Quantum Mechanics is essentially nothing more than the statistics of atomic particles, we basically make alot of judgements based of observation at how the particles will behave. We can statistically get close enough to cause nuclear reactions and contain them, thats some pretty reliable statistics if you ask me, but it's still no where close enough to predict quantum events to leap matter past the threshold of C. With M-Theory/S

47 Replies 15,677 Views

Almost all games are Role-Playing Games. In the sense that a space shooter simply expects you to "Imagine yourself as the guy sitting in the chair" or an FPS says "Imagine you this post apocalyptic doctor on a mission", "a Ninja in a magical ancient Japan on a quest for your fathers sword", etc. Even in fantastical settings there is an element of realism. Fantasy Japan would still have asian styled building streets and clothes. The fantasy weapons would still have a basis on the medieval weapons

47 Replies 15,677 Views

The problem is that you can guess accurately where certain planets are and bee-line straight for them. If everyone behaves the same way then those who are randomly placed away from the predicted position of the Terran planets will always fall behind. This happened over and over again in our multiplayer testing. Aside from that we agree with you. Good ideas are good ideas and are independant of the source. Already, we've demonstrated time and again that we listen,

47 Replies 15,677 Views

Warnstaff's post pretty much illustrates what i see most of the time just exchange the blue for orange. I also just wanted to reiterate that I am not talking about full scale realism as some people think, ex. Hizaed's post. What i am talking about is finding a happier balance between full out realism and the current "box" layout. I think these are at extreme polar opposite ends of this debate, there has to be a happy medium in there somewhere and from the overall game I get the impressi

46 Replies 27,376 Views

Yarlen answered a number of the concerns accurately - it just doesn't fit the backstory. Now, as sci-fi buffs ourselves we understand where you are coming from with regards to accurate solar systems. I can't speak for other game companies, but I imagine they went through a number of the same experiments we did and must have arrived at some of the same conclusions. This is probably why you see some of the things you dislike over and over again. I'll give a

46 Replies 27,376 Views

Well I am a bit dissapointed. I thought from reading up on this game that the solar systems and star layouts would be somewhat realistic. I can say that its a bit better than some games but overall lacking. Why are FPS games so popular? Because the recreate environments with painstaking detail. A city block has all the things youd expect to find on a city block. A mailbox, a storm drain, stores, litter, pedestrians, shops, apartment buildings, the sounds, a wind kicks up some litter, etc

46 Replies 27,376 Views

I would do something different. I have never felt that trade should be directly manipulated by the "empire" in empire builders. After all trade is a reflection of the private sector within an empire, and the benefit to the empire is through taxes, a happy citizenry from an increase in available goods, and the increase to manufacturing centers with more available resources. Traders should be "free agents" and I already like how they are not directly controllable ships by the player. Trading can

16 Replies 26,733 Views