random50

random50

Joined Member # 2415008
0 Posts 24 Replies 5,805 Reputation

If efficiency is your thing, it's perfectly possible to ignore factories altogether...if you build up all your planets with nothing but research facilities, you can get enough production from the focus buttons to maintain a military. Not as absurd as it sounds....whilst you will only produce ships very slowly, it won't take you long to have such a strong tech lead they'll be almost invincible. A strong economy is vital. Not only are you GENUINELY spending at very nearly 100% of capa

23 Replies 10,913 Views

do production and research stack aswell? Yep. Personally I don't find trade routes all that worth the bother. But if I have time in the game, I'll send freighters out from my production planet (or cluster of planets) and chuck the trade modules in the economy starbases I have for the production bonuses.

13 Replies 7,691 Views

Customizable difficulty levels sounds great. Have sliders for economic, production and research bonuses (or penalties) and an ability to choose how smart the ais are. Don't see why this should be a problem for metaverse either...there's already a difficulty based component in calculating the score. Of course, almost certainly the balance won't be perfect and some people will manipulate things to get the highest possible score for the least extra effort, but they do that anyway!

14 Replies 12,078 Views

I don't doubt that suicidal is doable. I just know that *I* can't do it. I don't think suicidal needs to be scaled down anyway...but masochistic does. Or there needs to be a level or two inserted between crippling and masochistic. Tried the mixed incredible/genius AI approach. The Incredibles kicked everyone elses butt and if anything it made things even worse (power was now concentrated in fewer enemies).

14 Replies 12,078 Views

I started a thread about the difficulty levels a few days back. Right now the game is unplayable for me because Crippling is boringly easy and masochistic (without tech trading) is far too hard. They need some middle ground between genius and incredible AI IMO. I think the 100% economy bonus is plenty (perhaps even too much) for masochistic. Bonus production could be saved for the higher levels.

14 Replies 12,078 Views

it was too easy to bribe AIs to war or trade for their starbasis in 1.0X and now in 1.1 it is too difficult War, maybe (I wouldn't know since it's not part of my strategy). Starbases...they SHOULD be INCREDIBLY expensive. An economy resource is easily worth 5000BC per turn on large maps. Even 200K would not be expen

17 Replies 10,697 Views

But, you're forgetting another key aspect of having high population: War making ability. Especially with the toned down pop increase in 1.1, having a high population is critical if you want to be able to make effective war on other people, which makes it worthwhile. Even this doesn't matter all that much. The slower population growth is only

22 Replies 10,267 Views

IMO it'd probably be easier to submit the grammar errors to Stardock and I'm sure they will gladly fix them for the next patch. I agree...but it should be even easier for them to include the fix now somebody's already done all the work for them. I'm pretty confused why they've been changing game mechanics without spending the minute

13 Replies 9,683 Views

Crippling I can beat quite easily when the AIs are "Genius". With tech trading off, at the very next level (masochistic) when the AIs are "Incredible" I usually fail badly. The manual reports the AI gets 200% econ bonus at incredible and 125% at Genius. If correct, I feel this is too big a jump. How about a halfway house for anybody like me who can't bridge the enormous gap?

2 Replies 3,309 Views

OK, I've done a bit more tinkering... This is a much better model for the economy: 31.5*sqrt(pop)*(sum of buildings on planet)*(racial ability bonus)*government form As before, the government form gives 10/20/30, not the 25/50/75 reported in the UI. This formula is very accurate (much more so than the original) for all the planets in the two different save games I have. Castellon, can you doublecheck your figures please. I have a planet wi

25 Replies 12,241 Views

Alfonse This means that the PQ bonus only affect how many extra tiles you get. What else were you thinking it might do? In case I didn't make myself clear, it DOES affect how many base tiles you get when you colonize (eg if it looks like class 10 before you colonize, it'll be class 12 with 12 tiles after you colonize with

25 Replies 12,241 Views

Castellon: the short answer is the formula is wrong. A multiplier of 24 rather than 34 will get you much nearer the mark. That's actually the multiplier I found in Battle of the Gods. I think when I checked it in a normal scenario I must have had one of the other government forms without realising which lead to the wrong calculation. Also, I think the government form should be added to the racial bonus multiplier, so multiply by 2.4 not 2.2*1.2. It's still 5% out though. <br/

25 Replies 12,241 Views

Yes, I noticed the same thing. However, build or buy a few factories and you'll notice you do get some bonus production. So it does work to some extent. Just looked in my current game, and the formula works perfectly for planets without bonus production from moons and/or colonization events. When there IS some bonus production supposed to be there I do indeed see some extra production, but not as much as there's supposed to be. Things I've now tried to calculate it:

25 Replies 12,241 Views

The consequence of this is that hihgly specialized planets are only using their production capacities in an effective way when the economy-slider is set to over 50 % where the planet has its strength. So what? It's your civs overall production that matters, not the planetary distribution. Specialisation pros: 1. Tech/m

10 Replies 6,151 Views

Figured out the planet quality ability bonuses at last. Every planet has a base quality and an enhancement potential. This enhancement potential is applied as a multiplier to the base PQ and rounded down. This then gives you the number of extra tiles available through each of soil enhancement, habitat improvement and terraforming. Example: Earth has an enhancement potential of 17% and starts off as PQ 10. With the 10% PQ ability the bases changes to 11. 17% of 11 is 1.

25 Replies 12,241 Views

Yes I have 1.1. I haven't produced a growth formula, just made a couple of comments about it. I was interested in morale so started a game as a custom race with 70% pop growth. I set tax rate to 0 (just wanted to grow population as quickly as possible) then I hit "turn" an awful lot of times. What I noticed was that I got exactly the same population growth per turn when I had 15B population as when I had 5B. Furthermore, when I'd gone as far as I was interested (20B pop

25 Replies 12,241 Views

A few more bits of info to add: 1. Mining resource bonuses are added to your racial ability and are included in the figure on the civ stats screen. They are therefore additive to the racial multiplier in the formulas. 2. Morale is entirely additive. That is, a 50% morale building will give the same bonus whether you have no inherent racial morale bonuses at all, or whether you're loaded up with morale resource starbases and inherent racial abilities. There are several

25 Replies 12,241 Views

Hi! random50, good work! I suggest you to post that on wiki. Here on forums this will get lost in two days. BR, Iztok I've never used WIKI so whilst I may get round to it eventually, don't hold your breath. If somebody wants to get the ball rolling for me using this info, you're very welcome. I'll stop by and correct any

25 Replies 12,241 Views

Interesting. So it would seem, then, that the 20% PQ ability not only gives the standard +20% tiles on colonization, but also tips your STARTING world from a "3 tile" terraform type to a "6 tile" terraform type. The question is whether it can ALSO do that to other planets you colonize? Is there a way to save just the map from a game? If so, I could just start with and without the PQ abilities on the same map and see what various planets have to offer in each situation. Otherwise,

8 Replies 5,729 Views