Za H

Za H

Joined Member # 634250
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Jay: Check out this thread. I used production as an example but it applies equally well to research... http://www.galciv.com/forum.asp?BID=GS&id=55141#56271 The only complication here is that research bonuses are progressively cheaper at higher levels (i.e. more and more free bonus relative to paid bonus) which can supress research costs slightly. If you have some huge +400% research bonuses however, it is still going to cost you dearly to fund it at 100%.

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modemboy: The point of my post is that there is no fixed ratio of how any type of bonus is split between free and paid portions. Instead, this ratio increases as your overall bonus increases, and it might not even be capped at 100%. This means that you cannot use any formula based on the Encyclopedia to accurately predict production and research, since it is fundamentally incorrect. I am aware that research spending does not suffer diminishing return penalties at high level. As

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You are not paying attention, Ellestar. Even in the example I gave on research above, it only takes a base investment of 17 BC to recoupe the maintenance cost of those expensive Research Centers. How can you say that "research buildings are useless" in light of these facts? Please don't let your preivous work burden you, Ellestar. I've thrown away all my assumptions and returned to the facts. I suggest you do the same as well. The "X% of bonus is free" figure is basically your

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Ellestar: What you just wrote about research is in complete agreement with what I had posted earlier. I have in fact read your post on Apolyton too. While it has some very detailed calculations, I am afraid it will remain an exercise in speculation until you provide some proof to corroborate your results. I checked your hypothesis on production and research with my current game, and the results were way off. On the other hand, they didn't agree with what was presented in the Encyclopedi

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How long did it take to bring your treasury back up to -500 after you noticed the recession? It is very difficult for debt induced morale penalties to cause rebellions unless you remain in debt for a very long time. How much population did you ship off your planets during the recession? Did you return that population after the recession ended? If you had killed off a big chunk of your population, it is only reasonable to expect your tax income and production capacity to take a big dive

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Ellestar: I use the word "efficient" as a relative term. Building a few Research Labs is better than building nothing at all, and that was all I wrote last time. You said "don't be so sure", so I had to prove it with math. Just to reiterate this: Resource > Research Buildings > Nothing As for production, I haven't tested it in a while so I would appreciate it if you could post some hard data to demonstrate which parts of the Encyclopedia are wrong.

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The progress you make on any social improvement is not reset when you change projects. You can always stick some expensive project like an Economic Exchange in your queue while you wait those wonders and trade goods to be available.

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Harcon: Incidentally, the morale penalty from debt has never been very severe in any of my games. Usually I just let the population ride it out, and it wouldn't take more than a few turns for morale to reach equilibrium again. No planet would even be close to rebellion unless I upped taxes at exactly the same time. I still have no idea what DMF's problem with production is...

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Ellestar: Huh? :::scratches head::: What I was trying to say is, if you control resources that boosted research, you don't really need those expensive Research Centers and the like. My comment on production bonuses was in reference to Anti-Matter Power Planets and etc., which are also outperformed by starbases at some point.

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If there are three planets in a star system, they can each purchase a ship in one turn. This issue is quickly surpassing the infinite range AI colony ship bug as the most cited example of alleged AI cheats I think...

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It's not a bad idea to scrap research improvements once you control a few research resources actually. You can get 2/3rd of your resource bonus free, but only 1/3rd from social improvement bonuses. Sticking with resources can save you a lot of cash. The same applies to production bonuses as well.

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For what it's worth, the Torians were able to conquere the Yor in one of my past games. They basically saturated Yor space with hundreds (yes, I counted) of Dreadnoughts, Rangers, Avatars, Overlords, and sent in a few unprotected transports to invade the planets. It was crude, but it worked, and it scared the hell out of me too LOL

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I suppose I'm the complete moron for not understanding what your problem is then. What I have deciphered so far in chronological order is: 1): You mention your morale dropping and how you fixed that by shuttling off population, but morale has nothing to do with recessions. Are you trying to argue that recessions affect morale? 2): You claim that this recession only hurt some races while others were unscathed. I guess if this were a bug report, I would expect to see a few more d

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Small maps are the easiest to win because the human advantage in tactical combat can be magnified many times with a limited number of units and super survey ships. It's almost impossible to lose a game on small maps if you play aggressively and keep the AIs locked down. A masochist gigantic map with scattered stars and abundant habitability is probably the hardest combination to beat in GalCiv, especially if you adjust the AI alignments so they don't fight amongst themselves as much. No

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Just lower your spending, why fiddle with taxes at all? The only thing you achieve by lowering taxes is to further magnify your deficit by decreasing income and increasing production capacity. If anything, you should be increasing taxes to put a break on population growth and milk a couple more BCs from your people.

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Flavored AIs are supposed to be a big attraction for GalCiv, so you'll have to take it up with Stardock in regards to Torians getting squeamish over invasions. I don't think it's that bad personally, since it adds a bit of personality to each race. Once you notice this a couple of times, you might just end up believing Torians are too cute to kill ;) I don't think Brad will ever program the AIs to disrupt a human player's pursuit for tech victory, since that will erode the fairness of c

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Cloaking has not been implemented in game yet. The AIs seem to experience no fog of war, so they will never build scouts or sensor drones. The automatic detection range for AIs is roughly 1 to 2 sectors.

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Original Post: "I know there have been other threads on it, but I have yet to see one that explains how they can get to these goods so quickly." Every single thread accusing the AI to cheat on trade goods and wonders in the past has received the "they purchase it" answer, and I have yet to see one that did not explain so. If you have actually read any of these, please show me the one where misinformation has been distributed, and I will go correct it.

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The diplomatic benefits of good alignment are well worth any short term costs on higher difficulty levels. There is no way to stop one supercharged AI from crushing you if they aren't occupied with another supercharged AI.

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Minors start the game with a little more cash than the human or major races since they are prohibited from expanding beyond their home sector. They recognize that good foreign relations are the key to their survival, so they will attempt to accumulate trade goods for future bargaining. And incidentally, you are the one being rude and arrogant with the unecessary overtones of your original post. Do you feel we are all fools for not recognizing that the AI cheats as you have so brilliantl

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