Two biggest flaws I've noticed

First:  My planets get invaded and taken over with no warning or dialog box.  I might not know a planet has been taken over until I happen to scroll past it.

Second:  The length of time it takes to produce anything.  And I mean anything.  Playing on a medium sized map, I went almost 300 turns and maybe had 10 ships.  Increasing planetary production helped marginally, but adding a planetary sponsor showed a dramatic difference.  This was true even when adding a large amount of production to the first sponsor (larger than total production on second). 

I also don't quite understand what red numbers mean for ship production.  I know red=bad, but I can't figure out a consistent metric for how many factories I'll need in order to make a planet a viable sponsor.

The AI, seems to be able to produce research and ships faster than myself even when I use console commands.  My latest try used the command to complete all research, this led to immediate upgrading of all facilities.  The normal AI players were able to keep up with my fleet.  I had more ships soon after and was able to deter most attacks by the AI, but even with 5 active shipyards and 10ish sponsors, I still feel I was just pressing 'turn' and watching progress bars more than anything. 

If I've given myself maxed out production facilities, why does it feel like nothing is happening?\

 

Edit:  I know that more robust ground combat mechanics are in the works, but there isn't even a confirm battle screen or confirm planet lost button.

3,027 views 5 replies
Reply #1 Top

I think the problem may be with your strategy, not with the game. Here are a few tips:

Specialize worlds: Because everything runs off of % modifiers now, it is much more efficient to have each of your planet produce research, wealth, or manufacturing, rather than having them do a little of everything. For research and wealth worlds, I usually set the circle to 50/50 manufacturing and research or production until I've built my buildings, then switch to 100%. I do the same for the balance between social and military spending on manufacturing worlds. I generally do not set wealth or research worlds as sponsors to shipyards. There may be some justification for doing wealth/research and/or wealth/production worlds because of the 50% bonus to production from 100% approval, but I think straight specialization is still better.

Don't worry about approval: Your research and manufacturing worlds will still produce a ton with 0% approval, and your wealth worlds will always have 100% approval. Approval buildings currently don't do enough to be worth building.

Mind your adjacency bonuses: These will often be worth more than your buildings' core bonus. Also be aware of any bonus tiles and how their bonuses compare to any adjacency bonuses they might cost you.

Grow your population: Population produces the raw production that turns into wealth, research, and manufacturing. It is important to grow your population as you build other improvements, Population growth is essentially multiplicative while production bonuses are additive. If you have a planet totally devoted to research with 10 population and +100% research, a building that grants 20% to research will increase your research from 20 to 22, while a farm that increases your population by 2 will increase your research from 20 to 24.

Keep Shipyards close to their sponsors: Shipyards have no penalty when within 6 tiles of their sponsor(s). More then that and you start loosing manufacturing (I've heard 10% per tile, but haven't checked it). Those red numbers by your list of potential sponsors are how much they will contribute after penalties.

 

 

Reply #2 Top

The game needs more fire works and eye grabbing stuff to compensate for our mistakes and make us feel like like champions. :3

Reply #3 Top

Peregrine you really, and I mean really just helped out my game with your recent post on planet specialization. I was thinking you cant specialize and now I am going to restart a NEW game this weekend with just that in mind. 

 

So as either Terrans or Altarians would you go Benevolent (for approval perks) or Pragmatic (for research perks)?

 

I am off to 'specialize' my planets and see how that works. 

 

I now see that approval really means nothing as I get my production and research anyway. 

 

 

GET to work you colonists!

Reply #4 Top

I realize I was playing this game much like gc2 with all world contributing a little bit to everything.  The change in strategy will help.  It still doesn't explain why adding a planetary sponsor had such a dramatic effect on my shipyard, while adding to initial manufacturing did little.

I had every planet with at least one maxed out wealth building and entertainment building for approval.  Approval has little effect in the game's current state, but I assume that it will influence cultural takeovers and be a factor in ground combat much like it was in gc2.

 

Reply #5 Top

I personally think the approval scheme in the beta is broken. If you can ignore it, have lopsided worlds cranking out ships at zero approval, or research at zero approval something is not implemented or flawed. I noticed that you can build colony ships to "purge" planets of excess populations and improve planet approval??? That even though you place entertainment structures and tourist structures on planet that it simply delays the decline in approval rather than raising the base level?  

Again, something is not right or has not been implemented, because it sure isn't any improvement or refinement of GC2.