[quote]Along the same lines... I have a planet with only 1 farm but it is on a +700%, so my pop is 21+ b (with approval at 40%). If I destroy that farm, would my planet fall way down in population or is there a "famine" like event which will quickly decrease the population until the food supply equals the demand? [/quote] Try building another farm on another square then knock down the 700% one. Never use the farm bonus squares for farms.
econundrum1
I believe a lot of Thalan starbase modules linked to Hyperion Starbases didn't make it into Beta 4 or 4a, I think a dev said that after the release of Beta 4.
Thanks, I may add a few more ideas next week if I get some spare time.
First lets me start by saying I’m a big fan of GC2 an all it’s expansions and will doubtless be playing them for years to come, particularly with the TA expansion and the editors that come with it. So anyway a few suggestions for GC3, it’s more of a wish list actually but still I thought I’d put it out there you never know Stardoc might even like some of these ideas. Anyway here goes; 1.) Keep the hard point ship design system but enhance it in the following ways; Add
Just to point out Beta 4 is broken on tech trading, previously you could only trade and or steal some techs with other races, some where deamed to race specific tomake sense I imagine this will be fixed to be as intended in the next beta.
So having looked at all the suggestions and taking into account ease of implementation I think the best solution would be to give all ships a default movement of 0, make the hulls all cheaper and give them more space, then adjust the cost and space for engines to suit. Ships without engines would still have thrusters and be usable in orbit to prevent invasions since transport ship would have to spend some time in orbit to invade, but would tend to be better armed than other ships at the
Yes the Default tech tree is now effectivley useless as it is generated by the system to include all possible techs in the game as of Beta4. This has caused issues with minor races too I think, and tech trading, etc. Clearly this will have to be fixed before the final release.
I kind of agree I'd prefer it if the computer randomly picked them unless I chose to customise the oponent of course.
;-) I remember ascendency, I really enjoyed it at the time although it wasn't actually that hard to beat and all the races played more or less the same it was still great for it's time. Actually maybe that's what made me think of the idea.
Yes that's certainly a tactical choice I do that sometimes too, but why not save the space/cost on a design for planets with ship yards. I also like the idea of just having a techline for orbital defense hulls, maybe small, medium and Large. These could be kited out like a ship but without the engines, might be an alternative.
[quote]To paraphrase one of the technology blurbs in the game: Space is big... really big. Even in the realively modest confines of a solar system, a non-hyperdrive ship is going to have a hard time delivering its impressive package of weaponry if it is in orbit around Earth and an enemy ship pops in out of hyperspace, say, at just halfway between the orbits of Earth and Mars. That non-hyperdrive ship could start steaming its way to the offending ship and would get there at sub
[quote]Personally, I'd be satisfied with some kind of adjustment that lessens (Or even removes, though that'd probably be too much) maintenance costs for ships in orbit around planets. That would allow you to have a standing military without throttling your economy, but if you tried to actually go invade another empire with those ships your economy would have to be prepared for the additional burden. [/quote] I do think that a reduced cost for ships in orbit is a must and logical s
[quote]I like the invasion tactic suggestions, but I'm pretty happy with the beta even without any changes other than what they're proposing. I've got one big problem, though- whenever one of my planets is invaded, the game crashes. And I was looking forward to the new invasion screen so much! Has anyone else noticed this, or i
I was thinking in most games I design one or more small ships to defend my planets, they are designed just to stay in orbit and fight of invasions. It occurs to me it would be nice if there was a cheaper hull type at each level that had no default movement points but was cheaper to produce and maintain, (since they’d always be around the planet. Or if they adjusted all the space and costs on a ship so that if you put no engines on a ship it was considered to have only non-hype
[quote] A. Orbital Bombardment is done by non-transport warships. B. Ships CAN NOT bombard a planet with defending ships in orbit. That is, like transports, ships must attack and defeat defending ships first. C. The amount of damage done by bombardment is determined by the amount of damage points the ship/fleet is capable of. That is, a ship with more weapons, OR a ship with more advanced weapons does more damage when bombarding. Another example being that a fleet armed wit
Yes some good point there Elleron, not sure how hard some of them would be to implement. Will we be able to implement new invasion tactics with the editors I wonder?
Can't say I've ever seen someone loos 1200bc a turn in the early game, you must be doing something very wrong. Straight of the bat though in that second picture loosing 7 bc a turn with 67% production and 33% taxes (pretty low) seems fairly normal and to be expected.
Really, sorry then I remembered it saying Population Growth, my bad.
Spending points to be Creative really helps their 70 turns to research a tech...ha, more like 5 if your creative.
As far as I know it's the growth rate not the cap, that always seemed clear to me but I haven't actually checked the growth rate does increase but the cap doesn't. Why do you find it so unclear?
I think maybe ship maintinance costs should scale with Galaxy size as the number of ships you need in an immense Galaxy rises exponentially because your covering so much more area. Also I think maybe the new costs are a little too high at the moment but the problem is worse the large the Galaxy. I do think keeping a stable economy should require some thought, effort and balancing with other activities. The main trouble is that some races have more and better sources of
Sorry I didn't mean that they desperatley needed to fix the TODO thing in tthe hotpatch, was actually just thinking that maybe compiling a list of them would be helpful as Loupdinour said. Kind of just thinking aloud.
[quote]From quite some posts it seems AIs are immune to those changes (e.g. reply #15). I wonder if AI still plays by the [/quote] I doubt their immune, but on the higher difficulty levels they get a substantial economic boost which will help them maintain more ships than you could. I do think the costs may need a little rebalancing but before there was just too much money in the game generally and the conomy presented few challanges to a semi-competent player. An
[quote] was also wondering that when we destory all the troops at one of there flags, shoudl our guys not move over it, otheriwse when you get to the end, our troops are shotting at each other from one side of the planet to the other side, not very good really.[/quote] Umm...so far no one has tried to invade me, (I'm playing on a fairly easy level just to try a few things out). But I can report I've never had the crash when invading anyone else, although I did notice that the bar f
It would make sense since apparently this bug is fixed in the next beta already and is just not released. But who knows sounds like most of the stardoc team are busy else where this week so we could be out of luck. A mini-update would I'm sure be appriciated by all, even though I haven't run into the crash yet myself. Incidently I notice a lot of tech in the last couple of releases just say TODO in the description.