dansiegel30

dansiegel30

Joined Member # 6427378
21 Posts 226 Replies 14,531 Reputation

The steam thread replies from Brad (as posted by Rhonin, http://steamcommunity.com/app/226860/discussions/1/617336568065171463/#p1 ) seem to suggest that he believes tourism is a bit OP, and its a bit too easy to have enough money in the game. Having not mentioned any change to LEP, I am assuming they will simply nerf economics as I suggested above. Adding economic penalties as done w

70 Replies 1,771,155 Views

I'd like to see a major expansion with more detailed political and socio-economic factors coming into play. ..government choices - all have pros and cons, for any type of victory path ..war exhaustion, even for an attacking race ..laws effecting entire empire, all requiring political credit to implement, have decent bonuses in the direction you want, with slight counter-productive maluses ..cabinet positions - political credit required to change, amo

10 Replies 14,097 Views

I really like your proposal on a queue system. That, in combination with a simple way to pick the exact constructor from your designs and which shipyard (list of shipyards showing range, turns requiring to build the constructor with current sponsorship, and number of turns needed to flush its queue, hence how long you have to wait to begin production), from a mini-menu built into the starbase menu. It would drastically reduce micro, allow long term planning for those that w

6 Replies 9,297 Views

One aspect not yet discussed is custom races. Thalan tech can manufacture a helluva lot, but they are expected to have much lower population. Terrans I suppose are the baseline (they only have a +1 in manf, while all other races except Altarian have several bonuses across manf/research/econ), and pretty much use a generic tech tree. Create a race giving you positive traits on the way you like to play, negative traits that are meaningless with your play

74 Replies 234,418 Views

I call it like I see it on the screen and tooltips, as of 1.1. Deviating from the names described in the game will just add more confusion. In 1.1, its now called Raw Production, but since its coming from a tooltip, should be easy to remember. Its use is consistent in the tech tree as well.

19 Replies 37,914 Views

The parameters are called tacticalrepair and strategic repair. Tactical Repair modules can be researched via tech and placed on ships. They only work during battle. Strategic repair works outside of battle. There is a strategic repair trait which can be chosen when creating a custom race. Besides that, no other way currently to increase it. I would however love to see some type of strategic repair techs become available in the tree at some

5 Replies 7,112 Views

Economy is not scaled, as tourism is in no way affected by approval on a per planet basis....which it obviously should be. Watch expansionist players' tourism income grind to a halt with 0% approval, or when at war, or both. Many ways to skin this cat. But until they have numerous individual and separate LEP types of penalities, approval remains the best generic method to affect all facets (except tourism at this time). If they increased the

70 Replies 1,771,155 Views

i have to quite often worry about my economy. The problem is IMO that tourism rewards too much for expansionist play. No tourism malus for being at war? Really? Tourism is the full amount on a planet, which was just invaded, conquered, and lost 20 BILLION citizens? Tourism mechanics literally PAY for your expansion. Tourism really needs to be treated on a per planet basis as well, taking pop, distance from the front lines, and distance from the empire core

4 Replies 27,154 Views

Its not a rocket science concept. It simply applies to what I have stated above. It has nothing to do with range, fuel (not even a concept in the game, only range), or repairs. Its simply related to the maximum number of ships you can have in a single fleet.

10 Replies 22,318 Views

Logistics is the limit to your fleet size. Every ship requires logistics points, increasing with ship size. There are techs and racial traits which increase your fleet logistics limit, and there is the hyperion logistics building which can further increase all fleet logistics (from its adj bonuses) and reduce the logistics cost of each ship built there by 1. Its quite an important concept to the game, and with the current AI deficiencies in fleet combining,

10 Replies 22,318 Views

I havent played Thalan yet, but does indeed sound interesting as its race specific techs seem to be quite useful compared to other races. Nevertheless, after looking at the improvementdefs.xml file (I hate that tooltip doesnt have this info), the hive's +5% to colony raw production per level seems to be a bit INSANE. However, if you want to compare a hive with a proper traditional manufacturing building, you need to use a power plant (namely fusion or q

74 Replies 234,418 Views

True, its a tech not needed much at high end levels. I too stop researching it quite early. However, if you do end up putting even just a few life support modules on any military ship, its still worth researching, for the mass reduction techs. But yes, it would be nice to see the ratios increase a bit, from tech to tech. It would be interesting to see a game where initial life support systems have a very poor ratio (say 1:7-8), and only achieve the 1:

8 Replies 8,045 Views

The 3 ideologies are not good, neutral, evil, they are all different in the eye of the beholder. Pragmatic is just as different to a Malevolent as Benevolent would be. Hell, because Pragmatic has a bit of military capacity focus (mining, construction, trade) focus, does this mean they are more or less of a threat than benevolent? But Benevolent has research and influence focus, which are 2 direct ways to win the game....so, they are ALL a threat to Malevolent. <

25 Replies 149,094 Views

A law suit would not be worth their time, as these mods do not generate revenue. They certainly can't sue Stardock....that would be like the music industry suing the mobile phone industry for pirated music being played on your phones. Yes, they can still sue you regardless if you generate revenue, however I'm sure their research shows them that most modders live in their parent's basement (haha, j/k). The point is, unless you are getting a 'p

5 Replies 10,758 Views

Excellent idea. Reminds me of Hearts of Iron, with Democratic, Fascist and communist. To a neutral country, "which" ideological difference doesnt matter, simply a difference between your own ideology. Pragmatic is not neutral, its just another ideology. And yeah, a faction could hang around a "neutral" ideological position by either a) having never used any ideologies b) have an equal use of points in all 3 ideologies. A roughly neu

2 Replies 15,970 Views

Well, I guess the AI isnt as stupid as I thought. It shouldnt be attacking you deep into your territory (invasions), if military strength is equal, not to mention if theirs is below yours. Even if their perceived military is much stronger than yours, current AI tactics make their military strength very ineffective. If your military is stronger than theirs, you can always be the galactic a-hole and DOW and invade them.

8 Replies 12,997 Views