MxM111

MxM111

Joined Member # 636587
7 Posts 22 Replies 19,560 Reputation

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

0 Replies 94 Views

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

16 Replies 544 Views

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

16 Replies 544 Views

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

16 Replies 544 Views

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.

4 Replies 196 Views

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

3 Replies 93 Views

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?

2 Replies 114 Views

/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.

40 Replies 5,958 Views

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

2 Replies 114 Views