Hi! However, even if the income calculation is directly proportional as you have shown, it makes the statement valid only for that specific number of stock markets on the planet. Erm, what more do you want? You already cracked down the morale formula. Now combine it with previous formula and you can precisely determine the optimal planet population and structures on it for the maximum cash yield. BR, Iztok
IztokBitenc
Hi! I also know my galaxy-wide approval goes up by more than 10% when I pick neutral. It's the wiki's wrong and neutral is ADDING to the base.... That should be easily provable: pick neutral and get pop on one 11+ planet up to 25B. The base pop morale should be 30% (10% floor + 10% planet quality + 10% neutral). BR, Iztok
Hi! > 114 * 3.00 = 342, vs. 122 * 2.75 = 335 I understand where you're going with this but there are a *lot* of assumptions here. I think it's valid as a 'rule of thumb' but I wouldn't try to make definite statements using this. Sorry, but that statement is VERY valid. Money from popuation IS square-rooted (I tested it here: DA - producing money - a testbed
Hi! Around 25-26b ish the penalty for more population seems to drop off. There's floor for it too: 10%. Neutral civs get additional 10%, so floor for them is 20%. Which makes figuring out what you want for your base worlds "easy as cake" (2010). Say you want only a 13b population... Compare with say a 15b ... but 15b population is more versatile than a 13b population... for raising taxes, for defense... <
Hi! For every two bonus tp or mp, be it from focus, or a 100/300/700% bonus tile, you pay 1 BC per turn. AFAIK that's not correct. You pay full price for planetary tile bonuses. Also, focus doesn't give any bonuses, just diverts 25% of base production from other two areas into the area that has focus. In DA bunus production (50% free) comes from race abilities, "capital" and similar buildings, starbases (econ and mining ones) and events at colonizing. In
Hi! I already deconstructed the DA morale formula, it is just so easy and I was expecting something complicated. Ever heard of Ockham's razor? Well, to be honest, using it to explain internal working of an over-engineered computer game might not be really appropriate. <b
Hi! Making it another large map nerf. One of how many? 25+B planets, square rooted economy, Nano ripper, ship speeds, pop growth, factory output, Stock markets, power plants, tech trading, minors.... Where's diversity of games now? BR, Iztok
Hi! This 100% morale cap in DA ... Is this before or after the global morale bonus is depreciated by the population's base morale? I'm pretty sure it's before. In my game I couldn't increase taxes over 71% without losing approval, even after researching VRCs (+5% to morale) and building VRMs (+12%). BR, Iztok
Hi! > Just one question: with what you build those projects? good income and tech trading. Eh, too many times I forget I'm probably a minority here with my medium or large galaxy games with 9 opponents and ~10 planets per player. How the he.. can I afford buying a 10k project with my 3k economy? I hope you have fun with your 100-planets empires. For me managing 100 planets is rather a grind. I have enough grind in real life. BR
Hi! (Gaining 100% morale) No planet tiles needed Erm, seems that race's NATIVE ability (sum of all morale bonuses/abilities) for calculating planet approval is capped at 100%. Buildings on a planet give an additional bonus. BR, Iztok
Hi! However, you will get more out of fewer tiles if you specialize the few worlds you find with large natural manufacturing or research bonuses. True ... IF you're allowed to chose. Playing evil helps, but really bug bonuses are really rare anyway. When I expect to get 20 planets I can't count on them. BR, Iztok
Hi! @Mystikmind 1 planet will be full of projects Just one question: with what you build those projects? I'm asking because buying them outright means several thousands BCs hole, and I usually don't have that money to throw around. I almost invariably build them on my planets with good production, or else I risk AIs will build them before I could. So at the end of the game most of my bigger early-to-mid-game taken planets have a "wonder" or two. Howev
Hi! It's good to get Industrial Sector just for the starbase upgrades. That's why I wrote for the first time allowed my planets to build "ultimate" production and research buildings . Most my games were at the end when I got them, and I built them only on bonus tiles, discarding all other upgrades. It's really a big trap. BR, Iztok
Hi! Just a bit of AI critics. My game is DA 1.50.72, fastest-tech, maso AI. 1) War between Drengin and Humans was silly: Fregates with 7 Photon torpedos against heavy fighters with Rail guns and Warp III engine . NOT A SINGLE NON-EVIL CIV RESEARCHED ANY RESPECTABLE WEAPON TECH. The highest are Altarians, who are using Nano rippers in their latest large hulls. Please make nen-evil civs react better at those massive weapon tech leads of evil civs. 2) Despite defenses ar
Hi! In my current DA 1.50.72 fastest-tech maso game I for the first time allowed my planets to build "ultimate" production and research buildings: Neutrality Learning Centers and Industrial Sectors. Those two combined changed my financial state dramatically, and for the worse. Let me explain that a bit more. Im most my games I build my planets by a simple rule of thumb: 1/4 of every kind of buildings: 1/4 factories, 1/4 labs, 1/4 banks and 1/4 for other purposes (colony center, 1 mo
Hi! Setting the focus to Military would divert most of the Social and Research points into the Military budget Not most, only 1/4 of basic output. That helps somewhat to maintain production on manufacturing capital, but until I can set spending sliders for each planet separately is specialization for production and research quite a waste of buildings' capabilities on those planets. Over-specialization isn't good. I can prove that: on your
Hi! I am interested in writing a great AAR Define point by point what makes an AAR "great" and you're half there. BR, Iztok
Hi! I just destroyed 5 Manufacturing centers on a conquered planet by pressing Del button with selected "upgrade to Industrial sectors" in planet's build queue. That's just plain silly: I wanted to remove UPGRADE from queue, not a BUILDING from a planet. Stardock, please correct that, and PLEASE INCLUDE CONFIRMATION TO EVERY DELETION OF A BUILDING ON A PLANET in the next patch. BR, Iztok
Hi! In short: - Dark Avatar: until you can mount as much defenses (+one or two strong weapons) on your single ship as a whole fleet of your enemy has an attack power, is your ship (almost) invulnerable. - Dread Lords: for a strong defensive ship mount about 150% defenses of the average enemy's ship attack. You'll still lose some of your ships because of bad defense rolls, but generally you'll need way less ships (20%-40%)of such a design than your enemy has theirs, to success
Hi! what do you mean by negatives? Check Foreign relations window, Relations? (the third) tab. There you'll see what makes them happy about you (pluses), and what makes them dislike you (minuses). Get rid of as much minuses you can and you'll get an alliance. In my campaign it was just my low military. BR, Iztok
Hi! If you trade with a minor race and always sell them plenty of techs, they normally keep up quite well I did that in old 1.0x DL times. The exclusive tech I sold became common in just a few turns. Way too many of my old games with minors developed in almost identical way regarding them: when I found a minor it was already almost cash-less, because other
Hi! Reading your post it come to my mind your comp could have defective RAM. At work we're using a free program to test this issue: memtest86 (www.memtest86.com). I suggest you making a full check. On your comp it would probably take about 30 minutes to finish. BR, Iztok
Hi! At the difficulty level I play a minor race means just a nice big planet to the mayor that first gets it. So my minors werealerady for a long time excluded from my games, and they'll stay so until they became so strong they can withstand a non-fully-commited attack from a mayor civ. IMO that's a pitty. In GC-1 they were quite an obstacle or valuable partner, depending on my approach to the game. BR, Iztok
Hi! Tiny Ships: Any use for them? When Korath shows with their armed spore ships, or other AIs with armed troop transports, I usually build some of them in contested areas. Design is simple: just a hull with the cheaperst weapon, nothing else. Otherwise, no use. BR, Iztok
Hi! Gentlebeings , we're talkinga about a completelly fictional COMPUTER GAME . Please consider that when you start nit-picking again. BR, Iztok