I believe normal is 75% production and challenging is 100%, maybe 105%. I may be wrong. Is there to way to find out? Or do just the devs know?
brycej
I wish the percentages for each level were given. I think they have changes from 1.2. And certainly from the manual.
I have two suggestions. If you use Windows XP, you could back up to a date before 1.3. I think that would work. I do have 1.2. I am not sure how to get it to you. I think you could set up a free Mediamax account and download up to 1 gig a month. I could upload it and you could get it that way. www.mediamax.com I don't think an email would work for me. brycej at truman dot edu
Egao, I agree. Too much of the beginning of the game is fighting morale and economy problems.
Yes, I think you are right.
No I think my bank figures are right as to cost: Here is 1.3: Improvement S_NameBanking Center/S_Name S_QueryGraphicNameBankingCenter.png/S_QueryGraphicName S_InternalNameBanking Center/S_InternalName S_BriefDescriptionIncreases economy./S_BriefDescription S_DescriptionThe banking center will increase the taxes we collect from this planet./S_Description ManufactureBonus0/ManufactureBonus S_Upgra
Yes, stock exchanges give a 10 boost in morale besides upping your economy substantially. In 1.3 I was in a constant money crunch til I got to stock exchanges. Then the money rolled in and the pop happier.
I'll be interested if there any changes in any of these 1.31.
I realize that 1.31 is out but I doubt they did any rebalancing--just bug smashing. Here is part of the reason that 1.3 is harder on the economy and morale. Not the whole story. I've been looking at 1.3 and 1.2 xml file for plantet improvements. For morale buildings, first the 1.3 bonus, then 1.2 bonus: Entertainment Network 5, 25 Multimedia Center 10, 30 Extreme Stadium 15, 45 Zero G 20,50 Virtual Reality 25, 60 Costs are the same apparently.<
I've been looking at 1.3 and 1.2 xml file for plantet improvements. For morale buildings, first the 1.3 bonus, then 1.2 bonus: Entertainment Network 5, 25 Multimedia Center 10, 30 Extreme Stadium 15, 45 Zero G 20,50 Virtual Reality 25, 60 Costs are the same apparently. Economic improvements for 1.3 and 1.2 Market Center 8, 10 Costs: 30, 35 Adv Market Center 10, 15 Costs: 40, 60 Trade Center 15, 20 Costs: 50, 90 Bank 20, 24 Costs 2
Yes, your way appears to work. The way I verified it is that I changed the name of "Entertainment Network" in the 1.2 mod. Then when I ran the mod, the new name showed up. Under 1.2 an Entertainment Network increases morale by 25%. That showed up when I quick bought it. Under 1.3 it increases morale by only 5%. That's a huge difference. I wish in the change report from Stardock, they gave more numbers instead of just telling us they rebalanced some
I tried it. Reinstalled 1.2. Copied the two xml files to the mod/default/data subdirectory. I put the two xml files in the appropriate subdirectory. Reinstalled 1.3. I checked use mod and default in the options area. When I started the planet had double planet improvements to be built--i.e., two basic factories, etc. So I did something wrong.
I assume you have to put it in the right subdirectory under the subdirectory mods/default/data. There are 19 subdirectories there. Can you use only some of them? Thanks...
If you keep the old file and change it to a mod, how do you start a mod game?
This probably wouldn't involve a lot of work. A lot of people are complaining about the economics and morale of 1.3. I'm not much of an expert but I suppose one or more .xml files could be changed.
Using 1.3, got to ethics, selected neutral, but no change to the number of pqs on my planets. Seemed to me that I didn't have this problem with my first 1.3 game. I know people are complaining generally about planet pqs. I have also hit a few anomalies with survey ships and and there is no message about what I found.
Do farms do anything but set a limit to population? If you are under the limit substantially, is there any benefit to building farms right away?
I have never been one to build population that high. To be blunt, I have been out there grabbing colonies eating up population with colonizers with 500k per ship. I think that that 500k gives the new planet a jump start but it makes it impossible for the planet building colonizing ships to get anywhere population-wise. With the stringent economy requirements of 1.3, I may need to rethink how I do this. What's the best strategy for building these large popu
Here's the scenario. Midway in the game I pick up a planet, and I build 3 factories. Now to get the morale up, I have a choice build a xeno entertainment center or build a stock exchange. Now the former appears to increase morale by 10% but it takes a long time to build -- often 17 turns. Stock exchanges also appear to increase morale by 10% (it doesn't say that in the galactopedia) plus it dumps a lot more money in the economy. And it can be built a l
I found 3 anomalies with 2500. It was the way I was able to stay afloat. I'm afraid I won't be so lucky next time. But you have to build survey ships to go looking fairly early.
I could stand for splitting the difference. Just got to stock exchanges. Build enough of them and you are ok. I am calling 1.3 "StockCiv."
on whether they overdid the morale/economic factors. I was hoping they would undumb the AI more, not make it harder for me. Now I spend all of my time on morale and economy. Well, it is a different game. Now I am wondering if I should go back to 1.2.
I think they overdid the morale and economic crunch. If they don't change it, could we mod the thing? When playing a game, I always had economic worries. Now it is ridiculous. The only thing that saves me are anomalies. But that is hit or miss. And I don't think the AI is helped that much.
Morale buildings don't work as well. I used to get by with one xeno center. Then build some stock exchanges to get close to 100% approval. Now it may take multiple morale buildings. Trade centers don't seem to work as well and they are more expensive. The only thing saving my butt is money found from anomalies. I guess the AI may have the same problems. I think they overdid the economic thing--perhaps to curtail the colony rush. But hey, that was the
Hmm... If I don't like 1.3, I wonder how easy it will be to roll back to 1.2. Can I do it without reinstalling the game?