ubertaco

ubertaco

Joined Member # 649422
0 Posts 0 Replies 1,869 Reputation

Planets still can be distinct, though it is not perhaps optimal to specialize them too much. The point was more that you could build multiple buildings of the same type on your planets, rather than just one of each new building ala GC1. Certainly the PQ determines more about how you set up planets in GC2 than it did in GC1.

28 Replies 20,714 Views

"I intentionally chose the simplest possible example, and its still misunderstood. Exhibit 1A of my second point. If I have 10 mp and 5 rp, how exactly, with the current UI, do I spend 15?" If you are talking about total capacity then you can't. If you have 20 production capacity and 10 research capacity then it is trivial, put your sliders on 100% spending and 50% production/50% research. You will spend 15BC and get 10 producti

130 Replies 141,854 Views

"Returning social to the kitty changes nothing. If you are building social and military at the same time, you're choosing to prefer aesthetics over strategy." I fail to see how that is a preference of aestheitcs over strategy. Are you saying that people will simply set their military to 0% in all circumstances? I think it rather obvious that this is not what will happen, at least no more so than it already does happen for those who simply

130 Replies 141,854 Views

"but the extra productivity would still have to be paid for and the MP or TP capacity of buildings could just be changed if things get too fast" Then why change it at all? Its more of an issue with people expecting the system to work differently than it does, than it is with any underlieing problem with the existing system. The dynamic is a bit different though, you are not better off specializing planets (other than for econ).<b

29 Replies 181,214 Views

I see the no tech option on the list... Is the AI upgrade going to include some improvements to their ship design? Namely adding on engines? Also does the AI redesign everytime it gets new ship techs? Or does it wait until it sees a new threat/reaches some tech threshold/... Ideally the AI should redesign everytime it gets a new tech, or if not redesign at least look to upgrade.

223 Replies 121,100 Views

"* If there is no military project, the money is not spent. Why not apply that solution to Social Spending, too? Funnel the Social Spending directly back in to the treasury. Simpler and cleaner." Because under that situation you cannot use as much of your production on military as you could otherwise. If you return social to the kitty you have to micro more. I understand you like to micro, Sirian, but not everyone enjoys it. And spare us

130 Replies 141,854 Views

"I thought it be like a loan, you pay so much now, and pay rest of week by week with interest for so long, except it seems they a problem, i been playing game for AGES and i STILL paying for the leases i bought right at begin of game, its seems they never expire at all, so buying anything just adds a crazy amout of extra expense which seem permant, so again it cripples economy." Its pretty clearly presented what you are paying and for how lo

7 Replies 8,526 Views

"Um, no. If I was able to decide to spend 15 instead of 10, I'd have more control than the present case/" You can decide to spend 15 instead of 10 though, the issue is that your production and tech are linked, so that increasing one decreases the other. You may not like that system, but you have the same choice as otherwise, only that you have to plan for it differently. "The instructions with the game say that each mp or rp util

130 Replies 141,854 Views

There are enough threads debating the econ system, so I'd like to keep that aspect out of this one if possible. My question has to do with how bonuses to production or research are applied. Do they simply multiply your total capacity or do they work after money has been spent to give you free production/research? Its probably a mixture of both, but does anyone know which bonuses affect what? A quick example f

0 Replies 3,517 Views

If the only resource is money then how is it wasted? The answer is that its not wasted, nothing is actually wasted, it only appears to be because you can't wrap your brains around the semantics of the system in place. The system is set up to actually discourage planetary specialization, there is nothing wrong with this as a game mechanic, you just have to get used to it. I don't think any changes to the system other than the alre

28 Replies 20,714 Views

"Say I have 10 MP's and 5 RP's. I'm restricted to spending at most 10 bc (in the case of choosing 100% spending, and a 100%/0% breakdown). If I'd like to fully fund everything, and pay the bills via, say, selling off techs, I am constrained from doing so. I am likewise constrained from fully utilizing my labs without shutting down my factories. Also a loss of control." It is not a loss of control, it is a different mechanism that you have to use. Indeed this mechanism means that focu

130 Replies 141,854 Views

In response to post #91: I apologize if the wording up my post (#90) caused a stir. I hope it didn't seem like a directive or anything. I just wanted to put a vote in on one of the possible options that was brought forth in the original posting. I am fine with what exists right now. But if it is said that a couple of o

130 Replies 141,854 Views

"For instance right now unless you set spending on 100% and set the research slider to 100% you never fully utilize all those costly research buildings." That's just plain wrong. You may not be using the full capacity of them, but you have more research available the more (or the better) bulidings you have. Again, it doesn't matter if you are able to use all or a % of your available buildings, depending on the building capacities you will

130 Replies 141,854 Views

"One more point in favor of individual tax rates is that if you do micromanage your taxes in the early game, when every single bc counts and you only have a few planets to keep track of, you'll end up with a few more bc to spend when you need them most. Of course, so would all of the AI factions... " Actually that sounds like a good reason not too allow it. It adds forced micro to compete with the AI. Forced micro is evil. Futhe

13 Replies 8,278 Views

"...you are so agreeing with my observations, having waste factories and research facilities doing jack all is very concerning, ..." Actually its not concerning at all, its all in the semantics. Though it comes as no surprise that some people are such penny pinching microers that this blows a major fuse, it makes zero difference in game play how they set up the sliders. [other than wasted social, which is being addressed anyway]

130 Replies 141,854 Views

Keep your loyalties at 100% for the early game to boost your population. Eventually you can let it drop on your bigger planets once they are near to max filled. At some point you can up your taxes to where you are keeping your planets loyalties above 51, no need to do it higher unless you are engaged in some wars at that point. Running after diplo techs is also a good idea to help you keep your deficeit spending going by selling

6 Replies 4,309 Views

Now that I've had a full 3 days to check out the game I'm posting my biggest pet peeve(s). If this has come up before sorry, but on my dial up searching is just too painfully slow. I enjoy alot about the game, but there is one aspect that just frustrates me to no end. That is nearly everything to do with ships. Ok, the ship designer is cool, and actually building them is fine, but once they are built things get really annoying. 1) In the ship yard I can see the existing des

0 Replies 2,459 Views

It does seem to be too easy in the early to middle game to do something like this. Deficeit spending financed though high diplomacy tech selling. Sure at some point you may not be able to acquire the wep techs, but that's tangential to the larger point of just reselling everything Xtimes (where X is number of empires out there). I played my first game (tough) with +60% to diplomacy, then raced on all the +diplo techs and basically sold off old techs when I needed to up my balance.

7 Replies 8,242 Views

Now that I've had a full 3 days to check out the game I'm posting my biggest pet peeve(s). If this has come up before sorry, but on my dial up searching is just too painfully slow. I enjoy alot about the game, but there is one aspect that just frustrates me to no end. That is nearly everything to do with ships. Ok, the ship designer is cool, and actually building them is fine, but once they are built things get really annoying. 1) In the ship yard I can see the existing

0 Replies 2,297 Views

Wow, the more I read this the more I realize just how brilliant the system in MoO3 was. You could set your tax rate, and after that planets spent what they could locally, though you could overdrive them as well manually. You also got a certain surplus (from the empire tax, vs. the local tax) which you could then apply through grant sliders to up your production levels across the empire. Of course the player nominally (though you could micro it if were insane) had little co

120 Replies 135,500 Views

I got the game at GameStop and didn't see anything about the CE on the box, though my understanding was that everything that shipped early was the CE? I was able to dl the CE enabler thingy though and run it, but I don't have a CE-code anywhere? Is that an issue or do I not have CE or what?

8 Replies 7,150 Views

Ok, I'm not at home, and I was kinda hoping I could find the complete changelog for the patches on this site somewhere, but I couldn't. Is it here somewhere and just hidding from my inability to enter the right phrase in the search function? If it's not could some kind soul be kind enough to point me to it, or post it, or something? Thanks in advance :)

2 Replies 188 Views