[quote who="Ravagus" reply="34" id="3368677"] How much population equals one credit on a planet without any bonus, trade port or anything else at 100% allegiance and what is the drop off in credit income per population "point" in allegiance?[/quote] The value of 40 you were given, which is also the value the game's wiki states, appears to be too high. A 100% allegiance planet with 80 pop produces 2.3/s (~35 pop/credit), and one with 40 has a rounded-down displ
Apheirox
An interesting side effect of the DLC's 'planetary specialization' system is that the Advent stand to gain a great deal more from it than do the other factions. I say it is so because of the Advent's focus on culture, specifically early available culture, and because of the Advent's inherent weak economy that means they are more reliant on income from population than trade ports and refineries. One of the Advent's disadvantages is a lack of economic upgrades through re
Everybody knows that Americans are generally dumber and inferior to Europeans in every way. They like fast food, winning, and simplified games. Americans are obese, lazy, stupid and poorly educated. Contrary to the refined gentleman European (who, of course, despises Call of Duty), the Average Joe is mostly indistinguishable from a chimpanse or other ape. /sarcastic post
[quote who="Yarlen" reply="16" id="3367480"] Actually, the Hard and Unfair bonuses didn't really get changed in the end IIRC. The extra oomph the AI has is pretty much due to starting with 2 frigate factories. It made a tremendous difference.[/quote] ... so as you can see, the changelog was wrong and no changes were made. It's just that StarDock couldn't be arsed to edit the changelog - I mean, nobody reads them anyway, right? ...
[quote who="Turchany" reply="22" id="3368342"] Quoting Apheirox, reply 21Sure, but they have a fairly high pop cap to start with. No matter, though, I care very little for the 'lore'. the game too.. so many incorrect things..[/quote] I can't tell if this is you being upset at me criticizing StarDock/SoaSE or I just don't understand your post. Either way, simple fact is Barren can support a higher population than t
Sure, but they have a fairly high pop cap to start with. No matter, though, I care very little for the 'lore'.
Is it a shameless money grab? Most definitely. Is the new content as bad as you think? No. The new planet types add a bit more variety. It has annoyed me since original Sins that there were so few types. Well, here they finally are years later - if you're willing to pay for them, that is. One could also, of course, download one of the numerous mods by talented individuals and get this and much more absolutely free. The new specialization system does
So now that I've seen a Barren planet myself ingame, I reached the same conclusion - possibly overpowered: https://forums.sinsofasolarempire.com/445417/page/1/#3368166 Basically, it's not just the abundance of logistical slots - Barren planets have a number of other features that make them really good: They require no research to colonize, are sometimes very crystal-rich (these two f
From what little I've seen so far: Ocean planets: - A strictly worse kind of Terran planet that supports less population, which of course means it's still very, very good. - Strongly encourages social specialization to leverage the high base population as well as the increased number of social upgrades available. - Same number of logistical slots as Terran Ferrous planets: - Metal galore. It's very much
[quote who="Omega64" reply="24" id="3368076"] I wish there was a bit more incentive to industrialize. The industrial bonuses as they stand don't appear to be anywhere near what the civilian ones are. I wonder.... does anyone else think adding something like a +4 logistic slot bonus for each level of industry specialization help balance things a bit? What about a resource extraction or refinery bonus in addition to trade? Also, I'm a bit confused as to why these roles
People want the pirates stronger ? I'll have try to get hold of a thread arguing for that as that must require some ideas that are completely foreign to me. They are pirates , I believe, not a Sword of the Stars style grand menace. If some players want a grand menace, I believe they should be asking for that, not to have the pirates converted into one. I'd be fine with a powerful NPC Vasari remnant fleet occupying parts of the galaxy, but surely pira
See this thread: https://forums.sinsofasolarempire.com/445384 - some good observations were made in the later posts. Much of it will depend on the distance from the capital planet. Even if it has a high base population, if planet allegiance is low it might not be worthwhile to sink any money into specializing it into social. The trade port economy doesn't suffer from this problem,
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We'll need to get some hard math down on this. I haven't looked into it enough yet to be able to put down a verdict, but my gut feeling is the industrial specialization is going to be too good compared to the social one and will need a nerf. I also find it very strange to have this feature be included as part of a DLC rather than the actual game itself. This specialization system is going to entirely change how the economy works - is that really something you wa
Happy to hear the AI will receive attention! Looking forward to seeing your work bear fruit, Brad. :)
[quote who="ARESIV" reply="6" id="3318450"] The main problem with the heavy cruiser is that there are just a few to many things that hard counter them: Carriers with bombers Starbase Titan [/quote] ... Which is interesting, since heavy cruisers were intended to counter capital ships (and probably starbases and titans, as well).
[quote who="ARESIV" reply="8" id="3367715"] And come on.... 5 pathetic dollars.[/quote] Sure, 5 dollars on top of the pile we've already sent them for four different versions of the same game. It's just 5 dollars, right? And another 5. And another 5. Come on, it's just 5 dollars! ... On the flipside, you modders should be a bit better at seeing it from the OP's point, as somebody who doesn't have ins
[quote who="Seleuceia" reply="5" id="3367683"] Economically, deserts outperform terrans...[/quote] I haven't done the math on the new 'planetary specializations' yet, but I want to point out you aren't factoring this in. 'Social' planets can now have a ludicrous amount of population on 'green' planets. However, I suppose industrial planets provide an enormous bonus to trade, as well (I'm already fairly sure neither
This is probably one of the things that it's best not to think about - you're not going to find a reasonable explanation for the abundance of slots, Bacon. What really happened is StarDock couldn't come up with a good and original idea for a planet type that would fit into the game so they went with 'barren' - because hey, why not, and many other games have barren planets as well. And then, to make it different and not-just-a-strictly-worse-type-planet from t
Happy to see a patch - those are always welcome! Also, it looks like many of the changes are very sound. You've finally lowered the cost of planetary exploration - this should have happened ages ago, but better late than never! Also, very excited to see the artifacts finally gain the status as game-changing. However, I remain disappointed that so many of the issues the community keep bringing up remain unaddressed. For instance, there are no changes to
Doesn't bode well for the DLC if people wish to disable it same day it came out. :D I'm sure it's not that bad though, you just need to get used to the changes.
I also dislike the IPLAYTOWINONLYONEONEONE!!! mentality. The majority of people I meet across online gaming sessions seem to forget it's just that - games. There's a difference between trying to play well and OCD'ing into this winatallcosts style thinking. This is a refreshing change! :) If you see me online, I'm your man.
This is solid advice you've been given, there's little to add. I think the only thing to point out is that it's important you're upbeat on those colony ships. As soon as the planet is relatively safe, send in the colonizer. The idea is it doesn't matter much if it takes some damage, it just has to survive. Every little moment you can send it in sooner is getting the colony up and running that much earlier. The main thing to look out for are the militia siege friga
[quote who="ARESIV" reply="9" id="3303205"] The Antorak does very little for a rush strategy and it will loose to most other capships your enemy is going to field at this time.[/quote] The Antorak 1) Gets your fleet to the enemy faster 2) Let's your fleet outmaneuver the opponent's, useful for letting your fragile siege ships avoid defenders 2) Has a skill (subversion) meant precisely to lock down opponent's production so they can't keep up
[quote who="GoaFan77" reply="6" id="3303144"] Quoting Apheirox, reply 5What is your take on the Advent, GoaFan? No, what I have an issue with is this line. Quoting Apheirox, reply 5They are still TEC, however, so the general defensive doctrine still applies. The TEC base faction is not necessarily defensive. With things like the Sova Carrier's embargo and efficient low level frigates, they can be one of the best rush factions. TEC Rebels just h