bluebeholder

bluebeholder

Joined Member # 2474597
6 Posts 15 Replies 182 Reputation

Excuse me, but were you not paying attention? 81% does not drop your morale to 0. Well, it does for [i]yours[/i], but that's because you don't have enough morale buildings. You can maintain a tax rate > 80% if you have enough morale. The 80-81 disjunction is not much different from the 39-40, or 49-50, or the disjunction that happens between any other 10 tax rat

41 Replies 18,631 Views

Okay let me correct my last statement. ------------------ 100% spending ranges from 0% to 100% actual spending, depending on your buildings. Generally it is closer to 50%. This is because you can spend between 0-100 on industrial (military and social combined) and 0-100 on research, yet you only have 100 points to distribute (and 200 places to put them).

23 Replies 10,855 Views

If it's difficult enough, no-one will ever be able to have 100% but it won't look so artificial. That is the essence of my post! Thank you for articulating it so well! I was not trying to suggest rebalancing the game or say that 100% tax is something that every civilization is entitled to do with no down side, I was saying that doin

41 Replies 18,631 Views

I agree with this idea in principle, but this is how I would change it: 1) Excess Research- no change from how it is presently handled 2) Excess Social- spills over into the next social projects in queue (ie. make it work like research) 3) Excess Military- refund your excess money (it is too abusable to create the same ship over and over too quickly- like for a constructor) Social and Research spending have built in limits- eventually you can't get any further (fo

36 Replies 20,037 Views

Why do they have so many hard caps that aren't directly capped (thus making them appear very "hacked")? Things like: -81% tax rate causes all colonies to have 0% morale (approximately a 170% morale hit compared to 80% tax) -Population of 21~24B rapidly decline in morale, but if you get past that you're fine (it drops less precipitously) -Minituarization has no effect after 125 -Other things? I can see strongly discouraging certain things, but then there's taking it

41 Replies 18,631 Views

In summary, 100% spending is *actually* 50% spending. You are spending between 0-100 on industrial (military and social combined) and 0-100 on research, yet you only have 100 points to distribute.

23 Replies 10,855 Views

It's on a planet by planet basis. Any planet with 100% approval gets 100% bonus to pop growth Any planet with 75% approval gets 25% bonus to pop growth Any planet under 30% approval gets -100% to pop growth

10 Replies 4,532 Views

I just had 2 more thoughts after that last post (he's right that it all boils down to your opening). 1) What if all players started with less money? Maybe 2000bc? 2) What if players did not start with a colony ship? The first one is to help the AI out and hurt the advanced player. It should have no effect on newbies. Reason is that the advanced player spends his money, and the AI ends up trading his money away to the advanced player. The second one is to hel

48 Replies 17,751 Views

I'm glad I'm not the only who thinks this way as the first few replies had me a bit worried! Gauging from others thoughts, it looks like 2 nice boosts that the AI could get- that don't even involve modifying the AI- are: 1) simultaneous attacks (hooray!) 2) balancing the tech tree [of course there are also several good AI changes being suggested in this topic, but I would like to focus on things that don't involve the AI for a moment since I have pretty much already sai

48 Replies 17,751 Views

I guess I'll go ahead and post my build & strategy since it may be important to the results I've seen. Race Build: Technologist (this is the best political party point-wise, please nerf it) +50% Military Production (better than splitting between social and military since you save a point this way) +10% Morale (for 1 point, this is a steal) +X% Economy (forgot the number I pick, but I think there's one that's a "best deal") Rest of the points don't matter as mu

48 Replies 17,751 Views

Because I sure don't think that the AI players are trying to win the game. Which is quite disappointing since the game was touted as having a great AI. I've been steadily increasing difficulty and am now at Tough + 2 (I forget their names so I just remember how far away the difficulty is from Tough- which is the difficulty where the AI plays its best game but doesn't cheat). I play with maximally abundant planets and habitable planets since it supposedly gives the AI an advantage.<br/

48 Replies 17,751 Views

still I wonder what you meant exactly ? 1) Prepare a new game with the "Custom" Race, but don't start the game yet. 2) In the to the abilities tab for the Custom Race, click "Reset". 3) Scroll through the abilities. The Custom Race still has Loyalty +20 and Soldiering +25. No points are invested in these bonuses and they cannot be re

3 Replies 2,917 Views

Thanks for all the comments everyone! I see now that maybe speed is too complicated to fit into the formula, but at least the hit point modification should be made. Everyone agrees that hitpoints should be worth more (since big ships beat don't suffer from fragmentation like little ships do). chriskruz, you make an excellent point and I don't know how I missed it. I'll have to think about it and get back to you. Dwellsian, you did a much better job of explaining why speed i

12 Replies 6,667 Views

I agree these two commands are a bit problematic. This is why: 1) It is difficult to remember which one does what because the words "guard" and "sentry" are synonyms. They should be named such that each one's name plays up it's difference compared to the other. Maybe "Wait" and "Defend" would be better names, but if you can't immediately tell which new name corresponds to which old command, then I did a bad job renaming them. (The should be renamed whether my names were good or not)<b

34 Replies 23,184 Views
Reply to thoughts in Game Talk

Ahh this was supposed to be a reply to a topic! What did I do wrong?

6 Replies 4,199 Views

edit: Please delete this topic, it was created by accident.

6 Replies 4,199 Views

I think it is really cool once you get to the top of the Economy tech tree because the top economy building (the Stock Market) does more things than just increase your economy. Then I thought, "Wouldn't it be cool if more buildings were like that?" So I fleshed it out. This is what I thought of for secondary mods (note the secondary mods would only apply to top level buildings in their tree): -Farms It's tempting to add morale, but that just makes farms too easy. Instead, it

2 Replies 3,747 Views

(I'm sorry if this isn't the right forum to post this, I wasn't sure if it should go here or ideas) I play on "tough" difficulty, and I've found that when I compare military ratings I am usually pretty far behind, yet when I end up going to war with the "strongest" opponent I can utterly decimate him, often with no casualties. There are many reasons for this, but ultimately, it is the military might formula that is to blame- if I can easily eradicate someone it should say so. In other

12 Replies 6,667 Views