To the Devs, Congratulations on release of v1.3! These things don't just happen without a lot of dedication, effort and hours spent by many people. I'm not sure how many here are familiar with how hectic a major software version release can be, particularly on the heels of a major trade show. To top that off, the only thanks you get is everyone coming out of the woodwork complaining about this, that or the other thing. I’m sure there are far more people that appreciate
Mumblefratz
Since the AI does not research sensors (and thus does not get the +1 sensor bonus from the first sensor tech) and thus does not place them on its ships, so depending on the hull size the AI players' ships will have sensor range 2-4 (with the bonus 4-8). So the AI players’ ships will still have shorter sensor range than my ships with "Eyes of the Universe". Planets get a se
Sorry if this is a lot longer than you wanted but -- UPDATE1.3 will feel almost like a new game. I think this level of detail is excellent. But it's the "almost like a new game" part of this that scares me. I love the game now. Will I love the new game? I don't know. I've written about this pretty much everywhere that I've had
You definitely do. Converting to a different *type* of building does not give full credit, but upgrades within the same type do, at least as far as 1.3 beta 2! I doubt it's been changed. This is good to know. Thanks
I don't mind spending money on a game I know I like. Money spent on games that I hoped would be good but turn out to be a POS is what really bothers me. I do buy the rational for no multiplayer (at least initially). With multiplayer the AI can easily be rationalized as just fodder for the human players. Also, not having anyone to play with locally, all the issues of trying to hook up for a game, get one started only to have your opponent give up the instant it's likely he's goi
I get around this to some degree by getting up at 2AM so I can get a couple of hours in without grief.
If a building costs 50, the first upgrade 100, and the next upgrade 150 total you'll have to spend exactly the same on production whether you go from 1 to 2 to 3 or from 1 straight to 3. With factories, it's probably an advantage to go through each upgrade in order time because the upgraded factories will build the next level up quicker! You'll go 1-2-3 quicker th
This is a great game and the governors do help relieve some of the micromanagement pain that’s inevitable in a complex game like this, but I do think there are a few simple things that could be done to further improve on the current set of governors. 1). The colony governors are a great idea but sometimes they simply don’t work. I play on gigantic maps with abundant everything. When I invade a late game AI opponent I often need to have 150 to 200 transports on hand before I inv
I have read that the AI never cheats; at higher levels it gets bonuses (to their economy, MP, SP, research, influence, etc.). Did you read anywhere that the AI doesn't get a bonus to sensor range as well? It took awhile to find the quote but here it is: <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class="mb-Body-Quot
Im playing 1.3beta 3X, As you say you're playing it and I haven't so I must defer to your experience. Actually, I'm kind of dreading it because I truly liked the challange of getting planets up to the 100B limit. I fear that high pop just got extremely difficult, if not impossible. I'm not really trying to contradict you or cri
Manufactoring, Tech, and Economic Capitols should be specialized ( Political Capitol too if you bother). And the economic starbases around both tech and manufacturing capitols are helpful. Absolutely agree with the Tech and manufacturing capitols. It's great to get both in the same system so that they can share the economic starbase influence are
I like Technologist party, max MP ability bonus, max Pop Growth ability bonus. In v1.2 Technologists get +20% research +1 sensor. Did this change in v1.3b3? In v1.2 the only party that gets any pop growth at all is Universalists and it's only 10%.
With the increase in the maintenance costs of initial colony and the decrease in the output of the economic and morale planetary improvement in v1.3, can you still expand at this rapid pace? Can the AI on suicidal? Can't answer that question as I haven't played v1.3b3 yet, but my strategy was based on trying to bring my newly colonized planets to
Search through the posts, there have been a lot about racial abilities (I know I've replied to posts about the subject on at least a couple of threads). There have also been a lot of posts about how to win at suicidal. Hopefully not to burst your bubble, but there is no one quick and correct answer to your question. The beauty and difficulty with this game is that there are many different potentially successful strategies. You need to look at the races, their abilities, their
There are dozens of empires out there some with only one member, some with hundreds but what makes some empires more popular that others? Besides just giving you a plug for the Galactic Diplomats, you should do what I did which was to do a little homework on your own. Check out the info that you have available. Look at the empire's top players an
AFAIK, Brad made what changes were made for 1.3b3 himself based on his own thoughts. If one of you wants to compile an official list of tech tree/improvement "problems" and email them to me (click my name above and use the email option in the menu), I'll post it somewhere for the devs to find easily for when they are able to look at it. I'll take
With that big increase (300 to 500) in the cost of the NLC, we need the advanced factories fixed. Not quite sure how this relates to morale and farm changes in v1.3 beta 3 or how a NLC cost increase provides any extra reason to fix the broken factory upgrade path, but I do agree with you that the factory upgrade path is broken. But it's not just
Your wrong. I am not sure why, or how, and i have no proof to contradict you, but yah, your wrong. Feel better? Actually you did make me laugh. Thanks
but IMHO v1.3 beta 3 has made morale buildings totally useless. WWW Link + Entertainment Network Morale bonus lowered from 25 to 10 + Multimedia Center Morale bonus lowered from 30 to 15 + Extreme Stadium Morale bonus lowered from 45 to 25 <br
but IMHO v1.3 beta 3 has made morale buildings totally useless. WWW Link + Entertainment Network Morale bonus lowered from 25 to 10 + Multimedia Center Morale bonus lowered from 30 to 15 + Extreme Stadium Morale bonus lowered from 45 to 25 <br
+ Fixed bug where planet quality and number of tiles did not match after choosing Neutral alignment The question I have is how was this fixed. Is the reported PQ merely adjusted down to match the number of tiles or do you now actually get the tiles that someone who was either good or evil would have been able to improve or terraform?
I read somewhere in the Developer's Journal where Brad says something to the effect of (and I paraphrase here) "It's not clear if there's any such thing as a fog of war at the higher AI levels". Since I mostly play at the higher AI levels, I appreciate Eyes of the Universe to get me close to the functionality that the AI enjoys.
Actually government doesn't give any bonus at all to production (SP and MP) and only gives a 10%/20%/30% economic bonus. This is a known "bug" from v1.1. Actually, from what I've read it was a design choice to re-balance because the AI's were not going for it early enough. It's also pretty hard to verify the economic bonus since it doesn't appear in the stats & graphs area.
I typically operate all of my planets at 15B (20B for civilization capitals) which is one advanced farm per planet. I also have no approval buildings on any planets except for the 10% approval bonus for the stock market. I play neutral (+10% approval), take the 20% racial approval bonus, research all of the morale techs early, and, get all of the morale wonders ASAP. A morale resource or two to mine is nice but not necessary. With this strategy I run at 80% taxes with 100% approval the entire ga
I have used econ SB's extensively and never seen an issue though my experience is limited to v1.2. Are you adding the proper economic modules? The econ starbase gives no bonus by itself. You need to add the following modules each of which requires another constructor. Module (Effect) Starbase Factory (SP, MP, RP +2%) Advanced SB Factory (SP, MP, RP +3%) Massive Scaling Center (SP, MP, RP +4%) Smart Drones (SP, MP, RP +5%) Intestellar Collectors (SP, MP,