As well, unlike "free growth" provided with tech modifiers or building, the output of birthing subsidies is directly related to your planetary mnufacturing output. therefore on manufacturing focused worlds, there is certainly a time where using birth subsidies for several turns to massively boost population, is well worth the sacrifice of not building/upgrading buidings. you can only build/upgrade 1 building per turn, but you can generate over 10 pop per turn with massively large
dansiegel30
I believe that the devs are considering future mechanics to address the conquering of a planet, in regards to mixing of races, buildings, prolonged unhappiness due to underground resistance, etc.
However, it does defeat the purpose if your scouts or surveyors help throw you into a war. There should be an option when giving the orders, asking it to stay inside ZOI or not. Yes, I too have cancelled explore and survey, and have to keep a close eye on them, when I am bordered with a galactic a-hole, who wants any excuse to start war.
In my specific case, the pop was worth it compared to the factories. Its not a blanket statement, but in my specific case, it was the optimal. regardless of farm/factory choice, I was trying to exhibit in this situation that more pop/factories was better than trying to maintain any planetary approval. Not all situations (I was running Patriotic and had lots of other galaxy wide morale techs), but in this situation it was.
i think they prefer to not work on Saturday, don't you? :) replay is always available after :) But yeah, I think it would be good if they opened the session with a list of good questions posted on this thread, closing an hour before start time. Not everyone can participate in the twitch stream and ask questions while at work, for various reasons. It shouldnt be dominated by offline questions of course, but maybe a few of the best offline questions
For diplo victory, it seems to me you still have to get bloody. You need to conquer races that just dont like you. Some races just seem to have an immunity to "good diplomacy", giving me only 1 + max, while other peaceful races seem to accept 3 +s, reagrdless if I even have the highest diplomacy techs or not. I frankly have no idea if building diplomacy buildings en mass would help, perhaps. The game mechanics arent very clear to me here. Establi
Is there any easy way in the XMLs to filter out the race specific techs? It seems that each race has a tech file, but they have all of the common techs lumped in there as well.
I'm not sure thats something the devs will ever consider, as there are only a few techs specific, to a specific race. The vast majority of the tech tree is common. You can create a mod with a new race, with a new race specific tech, but something to let you pick techs as you would traits, I dont think we'll see that. Lemme guess, Thalan+Yor???
In nearly all circumstances, you need to place the mod folder in ..\MyGames\Galciv3\mods. There is an "examplemods" folder there, place your mod folder there in parallel with that. Then yes, ensure "use mods" is enabled in options, relaunch game and the mod should be there. Best to experiment with a faction mod, just so you can get the hang of it, as you can see the results right away. Note, "use mods" should be functioning, if multiplayer is disabled, which
Yeah, I love how the AI DOWs me, I create a single fleet in 6 turns, and that one fleet wipes out their entire armada.....silly AI, silly AI.....
Oh BTW, on a class 25 world, I had gotten the pop up to 75 or so, with 100% approval. that took 4 approval buildings. Granted, I had several tech related bonuses to supplement the buildings. I removed all approval buildings, and replace with farms and factories. I then followed with birthing subsidies (which only took a few turns). I then had 110 Pop, and I actually had more production being at 23% approval with the 110 pop, than I did with the 75 pop at 100% app
With birthing rates being so rediculously OP, I find that once you have built half your world full of factories (and a few farms), it doesnt take too long at all to use birthing subsidies to quickly max out your pop, then spend a few turns building another farm or two, then back to birthing rates. Yes, thats time out of using your planet for other uses, but you can do it quite quickly. I've gotten well over +10pop/turn in population growth with birthing subsidies (Granted, I
[quote who="KarlBar99" reply="16" id="3568245"] Why don't we all sit down and help the devs a little by talking about our perceived flaws with the tech trees? I'm pretty new and still getting a handle on things but i'll have a go at the Altarian's. The first issue as noted is their unique building. It appears it's designed to let them build mixed research and manufacturing s
Well, FFS. I guess I need to go into the debug log and look at the build number at the top of the file. HTH am I supposed to know which opt-in patch I'm using, to verify their "latest" fixes? Kinda defeats the whole purpose of the opt-in. This should take someone at stardock 10 minutes to do, to send an update thread, and a list of the fixes put in over the last few days.
I've gotten this with mods, but not stock race/ship designs.
Yes, roughly half your buildings should be farms, with the assumption each food building provides 6 pop and each production building provides 100% (adj bonuses are averaged into this). Changing averages doesnt change the results much, but might on lower class worlds. regardless, I would still shoot for this target. Again, this is only with 1.1, not 1.03.
stardock, PLEASE give us the patch notes and naming convention for the patch delivered 2 days ago.
Good ideas, but besides the concept of lifesupport, there isnt any consideration taken into consideration of having a crew, so I dont see how a robotic/drone type of vessel would be straight forward. As with all things, it would need a balance. How would you suggest the balance of not needing life support for drones? Huge accuracy Malus??
That is not the case in v1.1, where population effect has been changed to a simple 1 pop = 1 raw production, no inefficiency with high pop. Roughly half your buildings being pop and the other half manufacturing/science/money seems to be a general break point from my experience in 1.1.
We do need the AI to play well, even for multiplayer games. If I have to temporarily drop out for several turns, in my stead I dont want the AI "giving away the homeworld" (reference from Bab5, rewatching the series now) :)
I think Altarians dont seem to have a good tech tree, because: a. approval doesnt have the 'hurt' that devs want (when you can get more production in v1.1, by eliminating approval buildings and replace with pop, thats a sign) b. the Altarian research bonuses in its tech and ideology are very weak compared to others' ability
some very good ideas up above. However, refusing to trade military for empires on shared borders isn't strong enough IMO. Technology is POWER (a power ranking which the AI pathetically underestimates IMO). I think that one would not want to trade ANYTHING with anyone on a border, when that faction is more powerful than them. The trivial exchange of food tech to a stronger faction, will simply make that faction even stronger, and give them mo
All defects should be eventually fixed, but its a case of priority. I am certain that the stardock stats that they collect show the overwhelming gams played are single player. Of those limited multiplayer games, I am sure the vast majority of those are co-operative mulitplayer. Do I want competitive multiplayer to be viable eventually, yes I do, but I still see myself playing more single player and co-operative muliplayer (with large numbers of AI) compared to competitive mu
If we got a new patch Tuesday, where are the updated patch notes?
When is the next 1.1 option patch? I thought it was Tuesday???