eviator

eviator

Joined Member # 6176744
67 Posts 739 Replies 3,542 Reputation

[quote who="Stilgar84" reply="9" id="3497460"] I may be missing something, but is there any reason to limit building to one per turn? otherwise I would say just allow to build as many building as you can in a trun and build-upgrade becomes just as fast as direct build in high production case while still allowing faster startup on low production world. [/quote] I wonder if Approval with respect to planetary wealth is the reason. Building one building per turn would limit how

14 Replies 26,407 Views

I'm confused, how does this fit into the release schedule mentioned in another thread: [quote who="Frogboy" reply="6" id="3496859"] Here's the release schedule (subject to change) 1Q2015: E2015 2Q2015: GC3 3Q2015: Unannounced RTS (biggest game we've done before) 1Q2016: OTC, GC3 - Major Expansion 1 2Q2016: Unannounced game, E2015 - Major Expansion 1 3Q2016: Unannounced game

37 Replies 254,542 Views

I did a test starting in Age of Ascension colonizing a new planet with 2.5 billion pop. Going from a Basic Factory to Industrial Sector took 41 turns. Then I reloaded that save and just added the production numbers without building anything, like it would be if you went straight for an industrial sector. At 393 cost for an Industrial sector, that took 45 turns. So it's actually much less of a difference than I thought. I wonder how building 3 at a time, so there is adjacency bonus

14 Replies 26,407 Views

Well again the fact that population = production probably comes into play here. A low population planet will take a LONG time to build an Industrial Sector. Perhaps longer than if it progressed through the various tiers of factories that start giving manufacturing bonuses. Perhaps I'll do a test of that. Anyway, if true that means the GC2 method of automatically having you build the higher tier version wouldn't work so well for low pop planets. Having the option to just go straight fo

14 Replies 26,407 Views

I've never heard of RBE, but I always imagined what it would take to get a Star Trek-like society. #1 is practically unlimited and abundant energy, but really the absence of scarcity is more general. Well, is it really achievable? I would imagine in such a society population growth would outrageous, and eventually there would be scarcity of free space and privacy, so much so that people would be willing to pay to get it. Maybe we would self-govern our reproduction as more "enlightened" pe

10 Replies 5,728 Views

No wonder I do much better with Terrans than the others. Think this is a bug of incorrect stats, or is this intended? I remember a thread from way back talking about how farms are better than factories for increasing manufacturing (though there is a cross-over point in the very late game). The devs mentioned intending to make farms less OP, I wonder if the Terran numbers are a way for the devs to test that, and if so when was that change made. Eh, just conjecture.

8 Replies 16,380 Views

[quote who="peregrine23" reply="1" id="3496866"] I was running some numbers on the Drengin Slave Pit and its upgrades compared to power plants and it is sad. The slave pit gives the same adjacency bonuses as the power plants but doesn't receive any bonuses or have any bonus of its own. This makes it extremely weak. The fact that it also benefits research is nice, but because the Drengin still get the Cooperation Center line of improvements, it actually helps science much more than ma

8 Replies 16,380 Views

Drengin production is gimped so their military production prowess is balanced. Lower production means colonies build up slower and techs are researched slower. I tried some games with Drengin but quit because I felt I was falling behind and couldn't be aggressive enough in military to justify it. What are some strategies and tactics I can try with Drengin to get a better handle on how they are supposed to be played?

8 Replies 16,380 Views

Thanks, Thecw, for the info about TechPoints. Being the nerd I am I wrote a script to determine the best cost to tech point ratios to figure out which techs to pursue for age advancement. Frankly it was overkill...researching the cheap techs is the answer. I had already been doing the other things you mentioned. With the TechPoints knowledge I knocked it down to turn 275. By turn 205 I had all the research I needed, I was essentially just waiting for all my improvements on Earth to up

11 Replies 118,131 Views

After seeing Thecw's 4k+ production Earth on this thread (reply #7), I wanted to duplicate the feat. You need the tier 3 Colonization techs. He did it by turn 180. The closest I could get was turn 300 or so. This after expanding to 3/4s of the galaxy through colonization. I found I'd get halfway through a tech age researching the Colonization techs I needed, then I'd have to waste several turns to research a

11 Replies 118,131 Views

I was thinking about how a Turtling strategy works in RTS games, but not in GalCiv games. I think the answer has to do with the distribution of resources. If they are widely available and common you have to rush out and grab what you can to keep up in production. If the enemy takes one of your forward planets, overall production isn't hurt that much. In a RTS, at least the ones I played, resources tended to be scarce as you ventured out of your starting area, and you were taking a

13 Replies 21,640 Views

At first I was gonna say "no that's silly" but upon further thought, I hardly use the thing. Some folks use it to move around so they still need it in the game. Perhaps they can spruce it up. Maybe take a page from FPS and MMO mini maps, which do a good job of quickly providing situational awareness besides just terrain. Highlight points of interest such as opponent ships that have just come into view, battles that have just occurred, idle ships/planets.

9 Replies 9,271 Views

I do not think the general public would agree with this, so make it an option. Some folks want to zip through the AI's turn. I need to be able to monitor opponent movements. Having the camera follow opponents' movements during their turn is one way to do it. But is it the best way? Sometimes it's easy to lose awareness of where it happened or forget altogether if there are many movements. Perhaps it makes sense for controls to cycle the camera through enemy ships that are

3 Replies 30,838 Views

I strongly suspect these bugs have already been talked about and Stardock knows about them. 1. Altarians cannot progress past the first Approval building because they cannot build Entertainment Centers from the Enjoyment tech 2. If you start a game after initially loading the game, the tech tree is fine (here is Altarian tech tree):</p

2 Replies 4,747 Views