I had cultural victory off, so the victory wasn't a bug, at least.
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I understand the mechanics, and the feedback loop. The 20M sector influence I described in the other thread was on the turn immediately after I built the cultural starbases, before the feedback could boost the influence.
Correct me if I'm wrong, but in 1.05, isn't this impossible, since if you buy it, it immediately finished it and starts on the next one? It's not as obvious on the military side, but is very much so on the social side. As soon as you confirm the purchase, the display switches to the next item in the govenor's build queue.
Played around with it, and SB culture modules are additive within a starbase, but seem approximately multiplicative between starbases. I started off in a sector that had just over 600 influence with a single starbase, no culture mods. It turned into just short of 1800 when I fully culture-upgraded the starbase. It jumped to just over 6000 when I added a second fully upgraded starbase, and about 23000 after a third. No way is that additive. I would have continued testing, but the las
Within the same sector.
I've seen games where the Hero could stand up to Overlords :) Never excaliburs, though (at least not unless the excalibur is attacking).
I'd say it depends on our ability to resist the dark side (with the dark side being having the metaverse overshadow the enjoyment of the game). We've been in first place, which was quite an achievement seeing as we did it with fewer people than all but one of the current top ten empires. However, now that we've been there, I don't feel the need to be cometitive about it. On the other hand, I really want to make it into the top 25 personally, just long enough to see that new medal next to one
Arturus: Agreed, all the other SB modules seem to be additive, but the culture modules definitely are not strictly additive. I'm not convinced they're multiplicative, but they're closer to that than additive. I'll probably play around with it to test it this weekend, using a saved game from that last one. Also, I did say 2^31-1, which is the same as 2^32/2-1, which is, as I said, just over 2B.
Arturus Magi: On the culture value of starbases, I think the truth is somewhere in between. Take a sector where you have some influence, but not a large amount, build 10 maxed cultural starbases, and you'll wind up with a cultural multiplier well over 1000. If that were purely additive, each starbase would have to have been worth 100x.
forceinfinity: I think the limit is currently that of a signed 32 bit integer, or just over 2 billion. The reasoning is as follows: Assuming that what I've heard is correct, that cultural starbases multiply rather than add together (which makes sense, as without multiplication, I couldn't have hit 150M in a single sector), the change of adding the Party Palaces would have been a factor of (4.43/3.43)^10, or 12.91. 150M * 12.91 comes out to just short of 2B, and it wouldn't have taken much (e
Like I said in another thread, I wouldn't mind seeing a simplified ship design system for GalCiv II, but frankly MoO3 tactical combat is the worst of all worlds. You can zoom in far enough that you can see more than points of light, or you can zoom out far enough to give orders effectively. Never mind the fact that you can't tell what you're shooting at for the most part. Even a pause button would be a significant improvement.
Terror stars aren't capitol ships. That starts with Battleship. They're rather useless for fighting a war, since they can't attack anything other than starsystems. And unless I'm overlooking something, the best ship you're going to have to fight with until you get that far, assuming you research nothing but the techs listed by Bariman, is the star fighter. Battleships take a few fewer techs but it's a radically different tree: Defense Theory - Propulsion Theory - Weapons Theory - Bat
Oops, should be more specific. With the *CODE* patch, MoO3 is playable, the data patch helped, but not nearly enough.
Patched, MoO3 is a playable game. GalCiv is cleaner though, a little too clean for my taste, so it depends on whether or not I want to sink into the details or supervise things at a high level. The GalCiv AI is still better than the patched MoO3 AI, though.
I was playing a huge map and was in 2nd place in most stats when the Torians, in 1st place, got the "increasing power every day" event. We were close, but not allies, and I didn't have the military to take them down fast, so I sent a bunch of constructors over into an empty sector in the middle of his core worlds, and laid down 10 culture starbases (with all cultural improvements except Party Palaces, which I was researching). Figured if I didn't take him down, that would hurt him enough that
ImperialGuard: I'd say that the way to do GalCiv II would be to look at the requests that won't work under GalCiv, and see if there's a way to work them in without significantly altering the nature of the game. Take multiplayer or playing as someone other than the Terrans. It would take a total rewrite of GalCiv to make that work, but they might be able to fit it into GalCiv II. Or take ship design. I'm not referring to anything as intricate as MoO2/MoO3 ship design, just so
Oops, forgot to mention, if I have habitat improvement, it's usually right behind soil enhancement.
I usually shift my colonization phase from expanding to filling in as soon as I start encountering other civs. As soon as I've got all the systems with a 15 or better planet colonized, I pop out constructors to grab resources, but keep enough colonies on colony ships to finish filling in any systems with more than one inhabitable planet. My build order is radically different. Soil Enhancement first and formost, always (except for one or two planets where I go Manufacturing Center firs
Have fun wherever your travels take you, Fearless Leader :)
wonkawonka: But the ogre-class superdreadnoughts got their butts handed to them by the sword-class superdreadnoughts, of which the Excalibur was one of them. Are you asking for something between an Overlord and an Excalibur? Or just better terror stars?
I have to disagree with Peter Harris' comment about the penalty to changing alignment, but not for the obvious reason. I think that what needs to be fixed is the repeated events for repetitive colonization of one planet by the same player. That has other quirks rather than just this one, and by fixing that, you take out all the other quirks, not just the one.
I don't know what changed, but I'm getting my butt handed to me on painful. That's a good thing :)
Each have their advantages and disadvantages. According to Frogboy, stats show that the average Good game outscored the average Evil game, at least of those that have been submitted to the metaverse. Evil gets you the better bonuses from random events. Good gets you better relations with other races. So, it really depends on your playing style.
If you hadn't upgraded to 1.04 already, you might want to try that first. I had a game that started crashing, but loaded fine in 1.04.
CariElf: Hope you're enjoying the adolation of your fanbase, you deserve it. My question is, since you haven't posted any games to the metaverse, are you too busy working on your masterpiece to enjoy it, too busy enjoying the gushing praise, or just not bothering to submit the games?