Ah, wait, for the cultural takeover I forgot to include the effects of friendly culture. Editing now. Also, [quote who="Enderjmu" reply="2" id="2124738"] Yes, need more stuff with allies, though.[/quote] See part 1 and 3, they are sorta spread around.
Puzzlemaker
In case you missed it, my previous three suggestion threads, Challenge Maps , Part 1 , and Part 2 Misc and Details This ties into my previous 2 parts, adding in details + other misc things. New Diplomatic Options New ways to make enemi
In case you missed it, my two previous suggestions threads Challenge Maps and Part 1 New Culture Ideas Ideas relating to a new cultural system. Cultural Takeover Changes The way in which culture takeovers of planets needs to be revised somewhat. Here are
[quote who="dfalken" reply="13" id="2124347"]I don't think I like the tax ideas... The more I think about them, the more I realize that it's an overcomplication that is really unnessesary. I do like some of what you're saying about the black market. Especially your edits to quick buy/sell. In addition, I think quite buy/sell should also include a slight penalty. When you're in a hurry to buy or sell something you don't ha
[quote who="Darvin3" reply="10" id="2124200"]Most of those economic ideas would suit a turn-based game well. However, the real-time nature of Sins may make them too much to manage on the fly. Some things have to be kept simple because otherwise they detract from the more important parts of the game. I think a good economic system should be lean, requiring little action from the player to manage, but still supporting a great deal of choice. One thing I'd like to see is t
I meant for all your worlds, for the taxes. When people have lower taxes, they are able to get more money for the same amount of work. This increases growth. Thus, low taxes gives you a higher growth rate for all of your colonies, and a slightly increased resource gain. High taxes stops growth, so you get a lower growth rate, and lower resource rate. I didn't even think about the loyalty part. And yeah, some parts of this are fairly
Yo. In case you missed it, my previous suggestion thread is HERE . So, without further ado, my next set of suggestions. This is part one of three planned, because by the time I finished this my fingers and brain hurt. New Economic Ideas Ideas relating to new economic systems. <stro
Someone might have been undercutting your price. Mouse over to see if anyone else is selling metal.
If the market crashes I buy and put more on the market.
I routinely make 20,000 a game using this feature. Set your sell amount to 100%, and watch as the money flows in. Nobody else ever uses it though, so it's almost like free money if you have extra resources. If I have extra of a resource, I put it into the black market. Then, if I run low, I take some from the black market. In other words, I store my resources in the black market. This means that when people buy resources, t
Mouse over.
I thought it was pretty obvious? It's something from phase space that is eating everything. The phase inhibitors where used by some ancient race to stop it. If you read the manual about the phase inhibitors the Vasari didn't invent them, only duplicated them once they found em. The rest of the factions got them from stealing Vasari phase inhibitors. If you watch the opening movie, the Vasari running started when they did s
So, in another thread I had an idea for Challenge maps, maps that are more like saved games someone gave you that you have to beat. Please note that these are only suggestions. The challenge maps would be divided up by difficulty, easy, medium, hard, impossible. So, without further ado, here goes my suggestions for some challenge maps. Generic Challenge Maps</spa
Well... For the no rush option, I sorta see what you mean, but that's half the fun. For the governments, they DO have different goverments. Each faction has a government that's different from each other. But, some civic options would be nice, like Resource Focus, which increases your fleet upkeep for credits but decreases it for resources, and stuff like that. Bad example, but you see what I mean. For
...What?
The other person has entrenched himself heavily in his position?
I think I will post a new thread about Challenge Maps (as soon as work is over), as a lot of people obviously don't like the idea of a Campaign.
Ah, that is helpfull. Thank you.
I mean... How can I know if an enemy culture is affecting my world? Edit: Ah, nevermind, I had my question answered in another post. Mouse over tells you more information.
Yeah, I find it strange that the first unit available isn't the first one you want to build due to how vulnerable they are against the second unit you can build. If that makes any sense.
I once got owned because someone blitz to my capital and took it out, and I forgot to re-asign it. 25% alliegence for everyone, so 25% max income for everyone. I was freaking out trying to figure out why I was getting no resources.
I use them when I want to kill a planet quickly. I mean, just three or four can really help knock a planet down to size so I can colonize. They seem fine to me, since they do what they are supposed to.
how can you tell how fast a planet is being effected by alliegence/how much enemy alliegence is in it?
But LRM's are much slower then carriers. If you can get the carriers to start moving, then your LF's can own them. Just charge in with some heavies and start slamming the carriers untill they run, then move in with your LF's. It's what I did, and it worked. Takes some micro though, and I am sure a good player can find a way to counter it.
Most campaigns, if you play them, are extended tutorials. In fact, all of them are, at least for part of the campaign. They cap the research you can do, and put you in situations where you have to counter certain strategies. For example, in most RTS's, the first level of the campaign lets you only build the most basic unit. The next level, the next unit, and so on. All of them also have a Defend for X time levels too. You just never really think about it, b