tetleytea

tetleytea

Joined Member # 659431
20 Posts 937 Replies 24,936 Reputation

First and foremost, this is a game. I only need enough realism so I'm not constantly suspending my disbelief just to play. If we're in the year 2017 and we're still using hit points to determine whether a ship is "dead" or not, then I think I can handle whatever population model I'm given. One thing we need not to do is swing the pendulum back to how it was in Galciv1. Back then, planet class and population meant too much, and only the class 12'

37 Replies 91,643 Views

My experience: I waited for a sale, not so much to save the money, but because when I buy, I am risking both money and (more expensively) leisure time on a game that might not work out. Even the regular Civilization has a history of being buggy and frustrating when it first comes out. So I wait until that all shakes out, first. But it really didn't. I guess I timed it with the Crusade launch. Now it's like the game is just enough totally awesome in

97 Replies 439,581 Views

I took it on my plate to number-crunch all this. At a base of 10 production, a -20% productivity hit due to morale will reduce you by 2, which nullifies what you get for having a 16 population instead of 4. And you can't measure it as a straight -20%: you have to measure from whatever positive morale modifier you would have had at 4 population vs. what you get at 13. And since a city basically costs you three tiles (if you don't mod or cheat:

37 Replies 91,643 Views

I've experienced the same thing, but I think it is more of an AI issue. Genius AI isn't even putting up a fight. It may be a recon issue: a human looks at the mini-map, sees yellow stars, and thinks, "there is probably a planet there.". The AI could be scouting randomly with auto-scout, and if he doesn't see a planet, he doesn't send a ship.

5 Replies 18,818 Views

I totally second adding a Food tab to govern screen. Also, under the Uncolonized Planets section, can we add all the asteroid field hexes now within our influence but with no asteroid mine built? I spend an awful lot of time checking that manually.

6 Replies 28,930 Views

I'm not a fan of square rooting the population, but I understand the point of diminishing returns as population goes up. I think taxes and influence should stay linear with population, but apply diminishing returns to productivity; the idea being that benevolent ideologies are marked by high approvals, and ungodly high populations which do most of the work. They exude money and influence. Malevolent races just slash-and-burn, produce military, and they have to get their popu

7 Replies 22,118 Views

This might be a game of words and connotations. "Polish" would seem to imply obsessing over details that don't matter, like a pretty splash screen or better voice acting. But with this game, I think of it more in terms of finishing the job. Like doing a first-class job developing the game, but neglecting to sell it. Or coming up with an intriguing, highly-interlocking game mechanic but failing to balance it. Or train for a marathon, but sleep in on race day.&nbs

97 Replies 439,581 Views

When I played the tutorial, I didn't face any Drengin legions. Then again, the AI didn't do much of anything at all. I'm not sure, maybe I should have played on Genius. Didn't occur to me that maybe I should be playing on high difficulty setting--for the tutorial.

14 Replies 37,724 Views

It impacts your base output, although I cannot tell you the exact formula. Your planetary improvements, for the most part, multiply this base output by a percentage. Also your planet approval goes down as population goes up, which causes negative % modifiers to that base--which works against that base that just went up. We need a good plot of planetary output vs. population, adjusted for baseline approval modifiers. Unfortunately I

7 Replies 22,118 Views