I agree. This game lacks good encyclopedia (galapedia?!) with links to it from all over the game.
MxM111
What I think would be cool is to have a cheat mode, similar to civilization II, where you can reveal map and look at all planets, see building orders and so on. This would hugely help to lean the game, by seeing how AI is playing. And we would immediately see if it is cheating (a lot of us still can not believe that AI is not cheating). Of cause, if you go to the cheat mode, the score is invalid. Another suggestion is to make AI play for human as well (of cause the cheat mode should be
Arturus, excellent answer! It is interesting that population growth is quadratic with respect to current population. I would say this is somewhat unrealistic, but the rules are the rules… However, this formula still can not explain if morale bonus and planet quality are different things. Do you (or anyone else) know how morale is calculated? And where do you get this information? Are you a developer? MxM
bump. Stick it please
Well… There is a chance that I am “totally not getting this concept”, and this is why I wrote the initial post. However your explanations are exactly how I understand this. The maximum is the planet quality, and the rate of population increase is the moral. But when you increase the maximum, you do increase the rate as well. So the question is if there is a difference of how I increase the rate, directly through the morale, or indirectly through the maximum increase/planet quality. And
Well, I agree that 10% quality is better than 10% of morale. But what I am trying to understand is the following: BOTH planet quality and morale lead to the population increase, that means that they both lead for production tax and science increase. There might be some exchange rate like 1% of quality is as if you have 2% of moral increase. The question is if the proportion of population increase/production increase/science output increase/tax increase is different for quality
Asharak, Yes I know that article, but it is not clear anough, plus it has an error (or the design has been changed) that the self influence should be multiplied by 5. It also does not mention how exactly star bases work
I think it is the range, that is the sectors where your ship can travel. It is not how far you can travel in one turn. Plus the range depends in which sectors you have your stars. From another hand if you click on the star base, you also can see the same thing, but star base can not move, and I am not sure what the brightened grid represents for this case.
Good point! It does show imbalance, either in goverments or in the abilities prices. MxM
It isn’t? With the rate US conquers the world today, by the year 2178, it will be the only country … (Just a joke, do not take seriously :) )
I have started a new game (so that it is easy to see what is going on), build a star base with foreign relation center (influence +10%) and news network( influence +10%). Here is what I noticed: 1) If there are no influence improvement projects, then the influence in the sector is star influence multiplied by 8 (not by 5), plus effect of the neighbors 2) The influence in the neighbor sector, where there are no player’s owned stars is just a sum of the star influences around that sec
Thanks for the reply. Belive it or not, I have posted that message after I have read the Brad's article (BTW, the link is not working). And yes, I know how to see the influence in the sector, but I can not exactly understand how to calculate it. Can anyone clear this out?
So, when one stack attack another, which unit goes first for the attacker and which for the defender? And what happens next?
Are you saying that 10% quality increase is much better than 10% moral increase? It could be, but my question is if they are different at all. It is quite possible that 10% quality increase is equivelent to 20% of moral increase, but are there differences? They both increase population and as a result increase the production and taxes.
In the planet view, click on "details"
If one stack of ships attacks another, then how is combat calculated?
In readme file you can find mentioning different resolutions which you can use to play the game. But how can one to choose them?
If you build quality improvement building then it will increase morale and this leads to the population increase. But the same effect is achieved when you build building which improves moral directly. Is there any difference between those, or it is exactly the same thing, just measured and described differently?
/Quote Finally, I'd like to see a pop cap or more elegantly, a morale cap. Let me set a morale level and if a planet drops below that, don't grow the pop (or just grow it very slowly). /Quote I have suggested exactly the same, in my opinion, this would solve all the problems.
I still can not understand how the influence is calculated. 1) Say you have a sector with 3 stars. Each star has influence 10, but only 2 stars are populated, does it mean that you got 20 influences from stars and not 30? 2) If I build in the above example improvement on one of the planets, does it improve influence of this star only or of the total result for the sector? 3) Which value is used in order to calculate influence of one sector onto another? a) just a s
I can not remember them, and suspect that some of the story line develops only with original aliments.
And I really think that this kind of information should be available through ingame help, similar to civopedia in civ games
Recommendation: Make 3 or 4 pages of printable chart. That is 4 files, each can be printed and easily read on a single page, then the complete chart can be composed by connecting all these pages.
Can someone explain what pre-requisite sorting means in research window? Pre-requisite to what?