I'm sure you dont need to see a save game for this, as the AI seems to always do it. Whenever AT WAR, the AI should amass ships in a theater in max logistical fleets, using single ships as "spares" to supplement losses or damaged ships. The spares should be 1-2 turns away in range, so the main fleet and reserve fleet/ships can merge in a single turn. As well when at war, the AI should NEVER EVER have multiple ships in 1 hex, that are not combined in a f
dansiegel30
Well, you certainly need crackers and wine with that cheese play. Yes, there should be extreme penalties for going over pop cap. When I removed a few farms to try a new planet dimensioning, it took 40 turns for my pop to slowly drop so I could re-evaluate it. I shoulda just built transports and exported pop. A non-synthetic planet without food, the entire population should DIE within 3-4 weeks . the pop loss shoul
With half farms, and half manufacturing, you wouldnt get near 100, on a class 11 planet. The higher the class, the more pop, with the exception of synthetics, who's pop cap is broken, and you are exploiting to death.
[quote who="rspiccaver" reply="8" id="3567898"] Until I can select which constructor to use and, more importantly, where it is built the whole mechanic remains irrelevant to me. That's all the functionality I would like since I like to pick my modules manually depending on where they are. I usually do all my production from at maximum 3-4 high production shipyards, I don't want it to queue somewhere (closest shipyard) that has only 5 manu
Well, like what goatmeal said, if every fleet you encountered by the AI was at full logistics, you would certainly take 'some' damage, perhaps lose a single ship , and even perhaps halt your advance. But when they dont focus their firepower, and all defenses "recharge" after each battle, you can just lay waste the stacks of ineffective, low logistics fleets. As well, one way to prevent single fleet dominance in a single turn, i
I know we all want to reduce SB micro, and some good ideas up above, but by NOT building constructors, then you eliminate the risk and time of the constructor's journey to the starbase. You could have a starbase in enemy territory, with your entire fleet garrisoned to protect the immature SB. Have a planet on the other side of the galaxy sponsor it (assuming engineer and pragmatic coordinated will work with this) and build up the starbase with no need to escort the constructor
Hmm, I'll have to keep an eye on that. thanks.
Or prevented by more simply fixing the sythn pop cap defect. That is hideously ridiculous for a class 11 world.
Oh, I think you may have to use the command local, to assume control of that race to look at the planet details. I havent done it, but know its certainly possible if you want to check.
In 1.1, just launch with cheat option (pun well intended), go to debug console and go to god mode. Watch the AI and see what it does. Now with the tooltips, you should be able to clearly and easily determine if the AI is getting any bonuses that you do not. At highest difficulty, I would expect the AI to get bonuses that I don't. At normal, I wouldnt think so. Regardless, with god mode, you can verify if the AI is cheating, or learn some strategies with plane
Typo, I meant +0.1 base growth, and definitely not +0.2 base growth
Wishing to reminisce the Oklahoma Land Rush of 1893, but on a galactic scale? New from StarDock, coming in 2016Q1: or just claim victory in GC3 when you have colonized more than the AI.
[quote who="marigoldran" reply="12" id="3567429"] On larger maps I stop on turn 60. "Yup I've won," is my general philosophy. [/quote] New Game Title:
I think thats a very good idea. Instead of parking your fleet at your planet for a last ditch effort of planetary defense, you can park it at the military starbase in the planet's ZOC. Planetary Defenses which help fleets are only in Age of Ascension, but military starbase ship support comes in the Age of War. That could help the AI focus its defenses when its getting overrun.
I think thats actually a good idea. Instead of parking your fleet at your planet for a last ditch effort of planetary defense, you can park it at the military starbase in the planet's ZOC. Planetary Defenses which help fleets are only in Age of Ascension, but military starbase ship support comes in the Age of War. That could help the AI focus its defenses when its getting overrun.
While balancing is important, its not as important as defect corrections or critical features like workshop, which are the majority of the 1.1 work. Balancing will come, and get easier for the devs as well, as critical defects are slowly resolved.
I just played an influence game on 1.1, and paid close attention to it for 300 turns. I never saw a problem like that before after multiple saves and reloads.
It depends. Some do, some don't. A simple low tech example is manufacturing, research, and entertainment capitals. The Entertainment Capital's bonus is spread throughout all colonies (not its adjacent bonus however). Manufacturing and Research capitals only benefit the individual colonies, so they obviously should be used on focused worlds. If you want to find out yourself, before building a new building type, go to \Galactic Civilization
Seems to be working in v1.1, although I hadn't noticed in 1.03 and prior (had been trading for resource). I have all mining techs, including high efficiency mining and lossless mining, and I am mining 10 Elurium from a single resource (1+1+1+1+1+5)
Yes, I initially thought that -50% difference would be huge, but I already had +100% to raw manufacturing from the goverment techs. So, my overall raw production was cut from 150% to 100%, so I still had good pop bonuses. As well, because I chose Patriot (and I was altarian tech, and very morale focused), I had a base 25 approval on my planet. So, I could get 100 pop and have a 23% approval, which was like a -11% or so, not a 0% approval and -25%. I ha
Hmmm, havent played synthetics. but in 1.1, surely more OP now because of the pop.
I see your point. The easiest thing of course would be to have them have those manufacturing be applied in consideration of the rush cost (hence their feature that reduces the rush cost based on turns remaining), but then you could exploit that by putting manufacturing at 100%, rush buy, then go back to normal. Hmmm....but you doing a rush buy and turning manufacturing to zero is the same exploit, but in reverse??? Sounds like you want the benefit of a micro
And turn the game into a stat padding excerise? No thanks. I know stardock gets ALL the stats they need already, and thats whats important.
Well, another key strat I like to use is have my Hyperion Planet, where I max the Hyperion Shrinker to death. Use elurium defense shields if I have the spare elurium, just to get the +3. Prep center +2 is great as well. This hub take several buildings, but can net you a -50% mass, which is invaluable. Make sure the rest of this planet is manufacturing. THIS is the planet I sometimes rotate with, as the shrinker's (and hyperion ship bui
I've gotten over 4.0 pop production per turn out of birthing subsidies.....Thats 40x the normal growth rate. The quicker you get your pop up, the better your planets will be off, period....