APT1. You're welcome. (If later you want to step it up, the more involved including APT2 may tempt you but by then you'll know exactly what the more vanilla experience plays like. Only then will you be able to judge whether or not you like some of the changes. If you start out with a more heavily modded game, you'll never know, if you don't have lots of experience with vanilla to compare it to.)
Roenie82
It really has hurt my trust in Stardock, knowing that they left the AI of the game in this state (because how could you??), especially since good AI is what they've been saying they had created. It's what they want(ed) to be known for, isn't it?
Thanks guys, for your helpful responses, will help my game. Not much to say in response to most of that, except: [quote who="Gaunathor" reply="6" id="3460575"] Some of your values are off. [/quote] Yea thanks for correcting. I used those from the wiki @ https://www.galciv.wikia.com/wiki/Approval , the only data I could find and it's outdated for TA. I expect you got your numbers from the game files rather
APT1 game, galactic date: 1 jun 2228. Thalan have built a Defender M0 v1 that has no weaponry and no defense. Why would they do such a thing? (In orbit around the same planet is a Heavy Fighter M1 v1 (also 8hp) with beam weapon attack value 2.)
Because opinions are like bumholes - everybody's got one, I'd like to unnecessarily share mine about features: APT1: Asesome even if limited. I get that you did what the game lets you to do without too much change. I'll be using this from now on. Thank you for releasing this minimalistic version seperately. It's the only mod I was able to find that fixes the worst of these issues without messing with a whole array of other stuff. APT2: Massively
Thanks, Vatsal. As for A vs D: 5 stock exchanges = 5 x 25% = +125%. 16 bil +125% = 36. Therefore, for D to beat A, it would need more than 36 billion pop. Isn't it just that simple? Leveling morale across every planet: interesting...that implies building banks on the smaller planets and morale improvements on the biggest ones. But why? Is it a problem in a star federation if one planet has <50%
Some data: fMorale = fCivABilityFactor + fBaseMorale * (1 + fImprovementFactor) + fPlanetMoraleBonusFactor - fNegativeTreasuryFactor + fPlanetQualityBonus - fTaxModifier pop // fBasemorale (In-game "-??% From Population" in Approval's Tool Tip) 1 b. // 99 (-1%) 5 b. // 91 (-9%) 10 b. // 77 (-23%) 15 b. // 60 (-40%) (*1.5 for -17% compared to above) 20 b. // 40 (-60%) (*1.33 for -20% compared to above) 25+ b. // 20 (-80%
If you have any rules of thumb that apply to this stuff, please share them! Increasing the population of a planet reduces morale and reduces the effect of morale boosting structures. Increasing the tax rate reduces morale exponentially, noticeable especially beyond 30-40% tax. It gets worse fast. So which is better when? High pop and lower tax, low pop with higher tax, or both at "medium", avoiding the extremes of both? Where is the sweet spot? (Obvously high