My questions about 1.1

Any help appreciated

First, thanks for a great patch! Truly astounding!

There are some things I do not yet understand, can you help me please? Thanks much!

1. + hotkeys

which are they?

2. + Saved game makes use of new weapon and defense focus features.

which are these?

3. + Factories and labs produce slightly less base production (because the new bonus system provides more bonus production).

?? I dont understand what is meant by this (in parentheses)

4. + added code to make civ save extra research points when it has more needs for the current tech

But how do you save research points?

5. + AI more likely to target starbases.
+ AI will now create sub-fleets that will go after enemy starbases.
+ AI more wary about attacking fortified starbases (this is harder to balance than it might seem, you want the AI to sacrifice units if necessary to wear down a starbase but you don’t want it mindlessly throwing ships at them, it’s a fine line).

It seems to me that the AI still does not succeed at this at all; especially: Sending suicide fleets in against my starbases. Perhaps this is tied into point 6 below.
Am I missing something?

6. + Starbase militarization techs cost more to research.

I dont see much of a change. To me, it still seems to be FAR to easy to research one tech (Starbase fortification, requires only starship defenses) I can, with only 9 constructors, make ANY starbase nearly indefeatable until late mid-game.

7. + If you have the cultural domination techs, you can build directly to those upper cultural influence modules bypassing the wimpier lower level ones.
+ Eliminated Galactic Mall and Concert Hall starbase modules. Since influence victory strategies have been strengthened, we require players to have to go for the cultural domination tech path.
+ Put cost to upgrade an influence starbase at the beginning, subsequent modules are free.

Has anyone at Stardock ever tried to win by influence? It was SOOOOO easy, and now it is even easier. This is my only beef with 1.1. Does everybody else think differently? Have you folks really ever tried it?

8. Two things I miss, not in the patch notes; I do not see a list of exactly what bonuses and penatlies appliy for Morale settings; wasnt there supposed to be some more effects of Morale (like, under 75 or something there was a penalty to production??). THe second thing was: Wasnt there supposed to be a feature where you can set a planet to specialize in research, social, or military, independently of the "focus" buttons? Did I miss something please?

thank you very much!!!!
2,492 views 3 replies
Reply #1 Top
Anyone?
Reply #2 Top
4. this means that if you spend 2 weeks researching say warp drives, and then switch to xeno industrial theory, when you finish xeno industrial theory and go back to warp drives you are still 2 weeks into it.

5. They are a bit better about it, I've seen them actually manage to take down some of my beefier starbases....eventually...

6. this means that each module costs money rather than just the first in the path. This makes these harder to do early in the game(by mid-late game its moot)

7. Add more races and it becomes a lot more interesting.

not sure about the others.
Reply #3 Top
Thank you very much.
Just to add:
5 & 7. I played with 6 AI on "painful" and found them lacking in tactical cleverness and totally, totally incapable of dealing with my influence, even when I wasnt really trying.

Any feedback on any of the other questions is greatly appreciated -- thank you!