And here's the explanation of the focus buttons: Tech is translated into military/social (and vice versa) at the rate of 1 BC of spending for every 4. Military is shifted to social (and vice versa) at the rate of 1 BC of spending for every 2. This translation is calculated based on the production before ANY racial or planet building bonuses are applied but AFTER any special tiles bonuses. For example, if you have 40 potential manufacturing points and
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Planets with a really high class initially usually only get one tile per tech, while class 12 - 17 seem to get two per tech more often than one, but like I said, it appears to be random to me. Is that with the 20% PQ ability? Or are you just speaking generally? 8 pts is way too much for the magical thumb ability if it's only gettin
Yes it works. But it doesn't seem to be a straightforward 10 or 20% addition to the number of tiles...it does something a bit odd with the number of extras you'll get after soil enhancement/habitat improvement/terraforming. For example, on Earth you'll start with 1 extra tile with the 10% ability and 2 extra tiles with the 20% ability. So far as expected. However, after terraforming, with the 10% ability you'll STILL only have 1 extra tile, but with the 20% ability you'll have 5 ex
(censored) (censored) (censored) (censored) internet connection! That's 15 minutes of life wasted. And of course the oh so helpful "server not found" error message came up the split second before I pressed Ctrl+c to save the post! Anyway, skimping on the detail as I'm not typing it all out again right now... For research and social/military there are again two multipliers, aside from the obvious slider ones. 1. Buildings...for research this is tech c
all bonuses for a specific bonus (ie economics, military production, ect) are an "addition" to each other rather than a "multiplication" Yep. Sort of. Both economy and production have two separate multipliers, but within each multiplier the bonuses are additive, not multiplicative. ie, as above, there's a buildings multiplier for e
Being fairly (ok, very) anal, I didn't like not knowing exactly what was going on with regards the calculations. Eg, does building two stock exchanges on a planet give you 60% bonus or 69% (30% compounded twice). 60% of what exactly? Are all types of bonuses lumped together or are they applied multiplicatively? So to resolve this I did a bit of messing about with a battle of the gods scenario. What I found is below. I can't promise it's completely correct, but it seemed pretty accurate (it
Here is another tangent to this conversation. I regret all of this anti-American feeling around the world, especially in the Western Europe. How quickly people forget what we have done for them and what we are continuing doing for them. Only Britain is holding on to the old friendships. Thus they are the only country in Europe that I listen to. This joke call
Party bonuses are added to racial bonuses. This is how tax is calculated on each planet: 34.5 (roughly)*sqrt(pop)*(race bonus inc party)*(sum of buildings)*tax rate The interstellar government values are wrong. The real ones are 10,20,30% respectively (I can't remember the names...Federal, Star Democracy, something else? ) So in the mid game when you have galactic stock exchanges, an economy planet or two with 15B or more people, 80% tax rate and the
In short Suicidal difficulty is currently only Suicidal if you have tech trading turned off. Yep. Another couple of ass-kickings by the AI means I agree with you. Now I just have to find out what level I can actually compete at with the tech
Fixed (ish) in 1.1, the AI is more picky and a lot more stingy about what to trade and how much for. But still nowhere near picky enough. I was trying to work out why I was finding the game so easy. Then I realised it's cos whilst everybody else was wasting resources on weapons research, I was just waiting 'til I was just about to do a milit
That, or if you're not paying too much attention and build a research center on a manufacturing bonus tile. You're still better off upgrading than destroying, even if it's entirely different building types.
In a way Hitler preemptively defended Germany by attacking his neighbours (get them first before they attack me). Later he did the same with Russia. Attacked them before they would decice it was in Russia's best interest that Germany would not win the war with the west. Indeed if Hitler had won (and he was very close) Europe would now have German as their native language,
Hmmm. It sounds logical, but there's a flaw there I think, teancum: You're assuming two things a) A more complicated system makes it more difficult to design an optimal AI b) The disadvantage from sub-optimal play is equally severe under both rulesets Assumption a) is probably fair. Assumption b) is not. I think it's safe to assume the AI won't come close to matching humans in ship design. So the question is whether it's easier to narro
Imho a huge part of the problem is that on higher weapon tech lvls you're always able to make so much damage that you destroy your enemy with the first attack. An increase in hit points could also help a bit on this part. Agree with this completely. Could be the simplest fix of all, actually.
Again all I need to do is make sure my ships are built with the best initiative possible and I can still wipe you out and not only that now if you attack me and I'm defending I get to fire first and wipe you out. Not to mention what happens when two fleets have the same initiative? Well, it depends how they implement it (if indeed they are), bu
However, it seems to me that it would be much easier to make the AI better at combat than to massively alter the combat system itself. I think it doesn't matter how hard they work on the AI, it will never be able to match the player on a ship design basis (at least without making the game ridiculously slow to run) As long as good ship d
I have specially built defenders that can survive any alpha strike, so defending them with orbital fleet manager saves me from a sneak attack by transports with ships of a higher speed than my sensor range. I've never lost a single ship with an orbital fleet manager, because I design my ships to be unkillable. If your tech is good enough to be
In fact, now I think about it, this is probably the only thing stopping the AI from completely kicking my ass!
Military resources are awesome! A couple of fully upgraded military resources and your ships will rule even if you're way, way behind in weapons research.
Yep, the game's too easy on any level because of this. Doesn't matter if you're outeconomied, outresearched and outproduced, you can make it all back because you can get by with a much smaller military used smartly. I'm dubious about an initiative system. I suspect it would go the same way...the AI not valuing initiative sufficiently. It'd also be a somewhat complicated fix. I don't think you need a "return fire when dead" system like the one proposed. Attacker 1, Defen
just outta curiosity has anyone bothered to try taking say a huge hulled ship and sticking nothing but the best defensive fields on it. and the best armor etc. no weapons just make a big ship that can take a pounding. and see if the AI can actually destroy it or not. Defences get relatively useless in the very late game (if you have one that la
I read somewhere, in the manual I think, that you are SUPPOSED to have a chance to ally at friendly. How big a chance depends on your diplomacy skill. That'd tally with my experience...managed to ally with 4 in my last game all at friendly having researched all diplomacy techs. Only succeeded once in previous games, where I don't normally bother with the diplomacy.
I'd like to be able to combine starbases and ships together into fleets. It's daft seeing attackers attacking either your fleet or your starbase whilst the other sits by idly watching!
Perhaps I should have said... I'm having a hard time seeing why the hell this matters that much .
I'm having a hard time seeing why in the hell this matters. So what if you lose one turn of production/research? Doesn't the AI too? It stops cheap gaming (where did that transport come from? Never mind, I'll just reload the saved game from the turn before and buy a ship to block it.)