Arumba

Arumba

Joined Member # 3689301
5 Posts 28 Replies 530 Reputation

I've been scratching my head trying to figure out the exact formula for influence/growth/resistance/production etc from approval, and I can't seem to figure it out. Can anyone fill me in on this formula? It seems far more valuable to get the last 25% of approval from 75%-100% (and far more punishing from 25% down to 0%) than the 25-75% range. I know the numbers down to a %, but I would prefer to have the formula so I plug it into a few spreadsheet calcs I'm doi

1 Replies 11,348 Views

There was a really interesting reply to my video about a few 'exploits' in the game, here is what he said and suggested: (From 'Dare Daemon') [quote] The issue with the sensor range is easily fixed once you look at what's going on. All parts provide a linear upgrade that stacks, sensor range is no exception to it. The thing is that the stat the player cares about isn't really sensor range, it's the derived value of sensor area, i

135 Replies 654,406 Views

Instead of your production reducing the buyout cost of a ship or tile, when you buy out a ship or tile you just pay all the cost and waste all remaining production for that turn. It doesn't get stockpiled for the next turn of construction. Oddly enough it is also slightly different for ships as it is for tiles. With tile buyouts you pay the remaining manufacturing cost of the tile. With ships you always pay the full manufacturing cost of the ship, even if it is 9

2 Replies 4,815 Views

No problem, I was very confused by it as well. I still feel that the 'value festival' is best though. .1 production for 10% of something? Sounds good. Why spend more than that?

5 Replies 29,267 Views

Hey everyone, I make YouTube videos about a lot of strategy games and 4x games, and I found a few things that I thought were interesting in GalCiv3 so I put them in this video. If you don't have the time to watch it, here is a summary: 1) You can build colony modules on tiny ships for only 38 manufacturing cost 2) You can build ~12 sensors on a cargo ship from turn 1 and reveal most of a medium galaxy 3) You can build ships that have more ma

4 Replies 19,523 Views

[quote] -Cultural festival adds a 10% for EVERY one you have on ANY planet. Not just the planet you have the project on. Eg: I had a 40% Bonus to culture from "Cultural festival" instead of the 10% because I had 4 different planets with culture festival running. [/quote] Actually you get 10% for every 10 production spent on it, rounded up to the nearest multiple of 10. So if you spent .1 manufacturing you get 10%, if you spend 35 manufacturing y

5 Replies 29,267 Views

[quote who="LeeOO" reply="29" id="3551840"] Quoting Illauna, reply 1 Population affects production which pretty much affects everything. Production = 2 * pop ^ 0.7 Your production then is allocated to wealth, manufacturing, and research to set your raw research and manufacturin

48 Replies 136,802 Views

I've found that you have to have a least .1 social manufacturing in order to get the bonuses from growth/influence/research/economic projects. If your planet is set to 100% manucaturing, and you have it set to 100% military, you will get no bonuses from the projects. If you have it to 99% military and 1% social, you get the full bonus. It's annoying, but it fixes the problem.

5 Replies 18,415 Views

[quote who="Ed1975" reply="1" id="3550594"] Are you the Arumba who did the Crusader Kings II vids on YouTube? If so, respect. [/quote] One and the same! Though it has been a while since I've played CK2, its time for some GalCiv ;)

2 Replies 17,267 Views

After being incapable of determining why I was getting a 25% bonus to research rate with every race in every game, I tried loading up a map with every research rate to test and found the following values: Very slow: -50% Slow: -25% Normal: +25% Fast:+33% Very Fast:+50% This makes no sense to me whatsoever, and should logically by something like: Very slow: -50% Slow: -25% Normal: 0% Fast:+25% <

2 Replies 17,267 Views