TLDR Financial Districts actually take quite a while to pay for themselves, as opposed to just using the manufacturing on the economic stimulus package. While ultimately they do pay for themselves, there are scenarios (especially in the mid to late game) when it may be more lucrative to simply take the project over building up a lot of district infrastructure. So, you have a new core world that has just blossomed, and its time to get that money! Yo
Stalker0
In this thread I'll cover a variety of starbase modules that I think could use a look at. I'll update this thread as I find various modules to discuss. Starbase Market: So this thing requires a durantium and a promethium special resource. Consider this, at rock bottom prices I could sell both of those for a total of 20 credits (and I think that is a very low ball number, especially the Prom in most games). This is not even accounting for the cost of the module itself. So lets s
Version: 1.0 (1.2 as well). Reproducibility: Take any scenario where you have 5 or more policies unlocked. Fill up all 5 slots with polices. Now try and replace the 5th slot with a new policy. Often once I get my 5th policy, the UI gets wonky. If I try to replace the 5th slot, the system will often replace the 1st or 2nd slot, and a game of musical chairs begins, where I have to replace policies multiple times to get the list I want. <img src="https://cdn.stardock.us/f
Devs, any chance we can get the formula for how attack and defense values are actually "rolled"? It would help a lot in various analysis I would like to do, and those results may help you with some of your balancing. So....please please please? :)
TLDR : Generally a fleet of tiny ships provides the most raw combat power per logistic point, aka a fleet of tiny ships is the "strongest possible fleet". However, tiny ships cost a lot for that power, and so small and medium ships can generate "more power per unit of manufacturing". Aka both have a niche in the game, and the concerns about medium ships being "inferior" to smaller ones is not fully true, at least at first glance. However, the Big X factor is overkill (how many
Infinite Garden, now THAT is a cool tourism building! Decently cheap to make, very nice tourism bonus. A level bonus that is solid (and considering its a food building, you can go nuts with it if you ring it with farms), incredible adjacency booster, and a culture point! Frankly, this one building beats ALL of the other tourism buildings....combi
Here are my current thoughts on Balance for Policies (I will add more as I remember them). For ease since there are a large number of these, I am going to give them a quick rating: A - Perfect Balance. I think this is a great policy that just does its job well. C - Decent Balance (either a bit UP or OP). This one is either just not quite carrying its weight, or actually a bit too strong and I find it hard to leave it. F - Bad balance. These policies are either so crazy
Here's one idea to make defenses "work together better". Right now weapons mostly add together to augment damage, in fact multiple weapon types can give you a large increase in damage. Conversely while defenses also help each other, the effect gets very weak after a few points of defense. What if the various defensive technologies gave "+10% to all defenses" instead of just "+10% to point defense". You would still have the branches that gave you the new modules in the various defenses
Obviously, there are a million and one ways to improve a AI, so in this thread I am only calling out what I think are the most prevalent issues with the AI that with slight tweaks could give it a major boost in effectiveness. Here are my top 2 right now. Once a war gets going, the AI will just spam single ships, instead of placing them into fleets. This seems especially prevalent when its rushing ships, it just rushes out a single ship and sends it to its death. A better method
I think another area to look at is around repair rates. One of the issues right now is that in the time it takes a large ship to repair itself (and this is even considering things like repair bays) I could have cranked out an entire fleet of tiny ships. So in extended fights large ships feel just as "disposable" as tiny ones, they get beaten to heck in a few fights and then they get sent to a planet with a caretaker ship where they will repair forever and a day. At that point, just ge
[quote who="SchismNavigator" reply="3" id="3851842"] I do see where you're coming from in regards to the cost value of the private option being poor. Would reducing the cost be the way to go to make it more appealing? [/quote] the issue is money is very tight at that point in the game. You need leaders for ministers, for commanders, for governors. And your income is often a meer handful of credits a turn, or perhaps even negative! meanwhile research is plentiful in c
[quote who="scifi1950" reply="5" id="3851723"] I'm not sure the "Trample" concept translates very well to space battles. Once a ship has launched an energy beams or kinetic slugs attack it can't make them retarget. However, I think missiles being told to retarget would be believable. Might make missile ships OP though. [/quote] The way you do it is, you run the calculations for how many attacks are needed to take out an opponent, and then have the remaining
Currently, the game has 3 primary layers to develop your yields and infrastructure. The main planet screen, using manu to develop buildings. Your stardock, providing supply ships and projects using military. Your population, providing yields through specialists. The first two work well together, a
that's possible, I don't pay much attention to the anomaly descriptions.
Oh this should be in bug reports, apologies. Moderator could you move it please.
All of my ships in the designer routinely tell me there speed is... 15 lets say. But when I build the ship, the speed is only 14. My guess, it looks like the designer is assuming a +2 speed from my minister of exploration, whereas I am actually only getting a +1.
I have no idea how I did it, but I was able to skip Energy Deflection Theory and go right into later techs. There is no tech trading allowed, so I was not given the tech through any means.
I don't think defense needs to scale by size per say. After all, because defense works on every attack, effectively adding a lot of defense to a single large ship already gives it a lot more staying power against swarms. Now I think its a reasonable debate on whether defense is strong enough per module. I personally never put it on tiny and small ships, only on medium do I start to consider it, and then it can be a debate as to whether more defense is really worth the loss of offense.
Fixing the Tourism Buildings Part 1: The Problem with Tourism Tourism is a weak yield, because GC rewards specialization over generalization. The core yields + adjacency system + special building multipliers all work towards specialization in GC. It is far more effective to create a "money planet" and an "influence planet" than it is to create "2 half money/half influence" planets. Take the Galactic Bank as an example, that buildi
If you build the Spice Market, you get a +1 individualism. However, if you destroy the market and rebuild it, you get another one, allowing you to game ideologies by constant destroying/rebuilding.
This thread is to take a look at tourism buildings from a balance perspective. I outline my the issues with each building in this post. Two posts below that I outline my general fixes. Spice Market This is a very special, one time only building (that you need a specific tech to research), so your expecting it to be pretty nice. I
[quote quoting="post"] The way logistics/miniaturization now works, small ships are actually better in nearly every way compared to large ships. [/quote] Pound for pound its true that smaller ships have more slots per logistics than larger ships, so at first it can seem like a no brainer "why not just use tiny ships all the time?". And that is a viable strategy especially around military starbases which boost each ship. However, once you understand the interact
In my head cannon, a hex doesn't represent X light years, but rather X units of hyperdrive travel, and hyperdrive is affected by things like gravity. So 3 hexs from a blue star might actually be significantly farther than 3 hexes from a yellow star, etc.
This thread is to take a deeper dive into control and executive orders. The goal is to see which orders are working well and which ones could use some work. General Notes I'll start with just a few notes about EOs in general. Control is not a scarce resource. I have rarely found in any game of GC for control points to be a major limiter of EOs. Maaaybe in a corporate game where you are rushing everything all the time, but with most races control is
Wanted to see if others have noticed this, or if its just an anomaly. Last 3 games I tried small sector sizes, even with normal nebula rates. I had 0 promethion sources in all 3 games for the entire sector, had to use the bazaar for my entire supply, was even rarer than Elerium. Anyone else experiencing that?