Archmoo

Archmoo

Joined Member # 2421132
5 Posts 22 Replies 114 Reputation

Thanks, I've compared the results to your updated simulator and they seem to be well within 1% for everything I've tried

5 Replies 5,050 Views

Hello, Hopefully it should be fairly obvious how it works: Link It's like a more heavyweight version of Darth Kyro's excellent simulator, except it runs the battle lots of times, it's not as pretty, and it needs Java It's also like Saber Cherry's stunning simulator, but simulates whole fl

5 Replies 10,140 Views

Hopefully Saber Cherry will notice this, sadly the homepage for the simulator doesn't have an email address. Hi Saber, Excellent work in making a statistical simulator, I'm also making one and was comparing them to see if they gave the same result. Sadly they don't, which could mean either one or both of us are wrong Anyway, I noticed some strange behaviour

5 Replies 5,050 Views

In my opinion (and I need more analysis to confirm it) defense doesn't seem worth it. Why? Well because my simulations suggest that if you choose exactly the right defense to counter an opponents weapons, and you load it on in the correct ratio you do better than a weapons only design. However, if you load on two defenses, where one of them is the correct type and one of them is the wrong type then you do worse than a weapons only

5 Replies 7,996 Views

I've said this before but really there are two problems with tech trading as I see it: 1) It's really easy to exploit the AI with tech trading. 2) The only effective strategy is that every one has to sell on all their tech every turn. Because if you don't sell it then someone else will, and you can't out research all other races combined <br

13 Replies 13,701 Views

Hello I just played a game where my total logistics at one point was 102 (don't ask, I had a lot of bonuses). Anyhow I noticed that one AI fleet (and only one as far as I could tell) had stolen my logistics ability . I had full esponiage on them and I looked at every other fleet of theirs and their logistics was 16, however this one AI fleet had a logistics of 102!! <br/

4 Replies 5,104 Views

My own research has essentially come to these conclusions: I'll put up the evidence somewhere some time. There are 2 real questions about a weapons system: - what's the damage to space ratio per unit of research spent? - what's the damage to cost ratio per unit of research spent? In short - beam weapons have the best damage/space per unit of research, which is to say you get more bang for your research bu

5 Replies 7,996 Views

First of all big thanks to Stardock, I've not seen this kind of quantity of developer-player interaction before, truely impressive I have a very small suggestion. Maybe it's just me, but it would be really nice if a ship's icon showed it's damage, i.e. if the "icon filling up with red" that happens during combat remained visible out of combat. The icon I'm talking about is the one tha

4 Replies 5,540 Views

I think the AI is really pretty good, given it's an AI. In particular it seems good at micromanagement, people are bad at this because they are lazy and forgetful I suspect that with enough experience a person will always be able to beat the AI on a level playing field, people are just too good at adapting to situations dynamically. An AI might have l

49 Replies 36,174 Views

*bows to Magnumaniac's superior experience* I'm impressed, though I don't know how you do it. I remember having one world where I built a farm on a 300% food bonus and had to install about 5 Zero G Sports Arenas to keep the morale above 40%. And that was with only a 35% tax rate or so, and with a +30 racial/political morale bonus *shrugs*. edit: Noting Jim's comment, I'm talking about 1.0X here

18 Replies 16,300 Views

One thing of note is that research labs and factories don't really produce research/ships, they are simply structures which you can use to turn money into research/ships. So yes, you can build a planet with 4 factories and 100 million population but unless you have the money to run 4 factories at 100% (via the spending slider) then the vast majority of the capacity is going to sit idle. It's true farms aren't so useful though because the effect on morale is so significant.

18 Replies 16,300 Views

I dunno I think it's a bit of a problem. Quite often if you invade a technologically underdeveloped world you can end up with two choices: buy a super advanced factory for like 5000 BC, or wait 200 turns for it to upgrade one. With neither the ability to 'ship' factories from other worlds, nor buy a lower level factory and 'bootstrap' you're left with a planet that is, in effect, completely useless. The problem is doubled if you use mass dr

14 Replies 9,741 Views

Peace Pheonix: This is true but now that population growth rates are lower (the dev's post suggested around 3%) maintaining 100% morale when a planet is first colonized seems essential. This is because if a population starts at 0.5 billion then after 20 turns with 3% growth it will be 0.9 billion, with 6% growth it'll be 1.6 billion. That's a big difference in tax take

12 Replies 15,204 Views

Ahh Link explains planetary maintenance, so yes splitting your population too much doesn't reduce your tax income it'll just cripple you with planet maintenance costs. Makes sense.

18 Replies 22,285 Views

Draknost: Definitely, by splitting you'll end up with two worlds with lower population on each, but the total is the same Also agreed, you end up with some relatively undefended planets although the benefits of land grabbing probably outweigh that in the early game (when no one has planetary invasion researched, much less the resources to d

18 Replies 22,285 Views

Kalin: Agreed on both points The second point could be crucial, if a planet has a fixed maintenance cost to be overcome then having lots of planets with full maintenance cost but low tax incomes would indeed be a big economic disadvantage. Especially with slower population growth, because it has to be suffered for longer. I've not looked into how maintenance is calculated.

18 Replies 22,285 Views

A mathmatical query about the new Beta 1.1 population system, in the list of whats new it says: Here's the thing: If you drain a population down to only a few billion, it'll take you a very long time to recover. Say goodbye to mass colony rush. You'll need to be very careful or else you could end up with a vast empire of tiny populations producing no money while smaller empires grow beyond you and conquer your weak but large empir

18 Replies 22,285 Views

There seems to be two big problems with excessive tech trading. Which are not actually related. a) There seems to be a "Tragedy of the Commons" problem Link . If any single race decides to sell all of its tech to everyone then every other race must as well. Thus every races sells every tech and any race who doesn't is hindered both technologically and economically.

30 Replies 25,403 Views