In the beta, if I'm not producing socially my social production is all garbled. The production isn't being re-routed over to Military, either. Surely Stardock knows abou that.
tetleytea
It's only a game, but when I see production not linked to population, I liken that to how the U.S. has military bases--for example, Fort McPherson in Atlanta, or Fort Sam Houston in San Antonio. Very big population centers, yet small bases. Our military might isn't tied to San Antonio's population at all--it's tied to Fort Sam's capabilities. I don't sweat it.
> +15% population growth (due to family values...) I can assure you, you can definitely grow your population by being evil.
I would be happy if the first expansion was simply par for the course, as far as expansions go. I list what I think those are at the bottom. I already read somewhere that Brad has a "mirror universe" in the works, where the Altarians are evil & the Drengin are good. You're in the pocket universe where the campaign left off. Typical things for an expansion: - New & different techs, Galactic Achievements, etc.. Some unique to
Prior to the beta, I heard the Spin Control center thing works.
Since the beta, I've been getting a lot more tiles for improved PQ, and I'm happy about it. It's good investing in factory, after factory, after factory...and putting your economy into overdrive. The PQ racial bonus is also nice when it puts your PQ over 10 and you get the +10% morale bonus. Not 3 pts' worth of nice, but....
If you played Gigantic on abundant/abundant/abundant I could see that taking a large amount of RAM, but it would take an even larger amount of your sanity.
If you build a stationary starbase orbiting the planet Earth, do you expect it to be able to attack ships orbiting Pluto?
This is not Civilization. I like Galciv2 doing it their way. Besides, these wars are not humans killing each other--we're killing aliens. What I do wish, though, is that the AI would offer you cash to attack somebody sometimes. We're doing that to the AI all the time. I guess the question is, how do you enforce that you indeed do attack.... That shouldn't be too difficult--simply put your two races instantly at war, and disable
If the computer can handle it, I say do it. I think players are nuts going anything larger than gigantic, but knock yourself out.
Torians are definitely overpowered with the pop growth bonus, since it is exponential. However, so am I, with my own pop growth bonus.
I thought the Collectors' Edition promised new, intermediate difficulty levels?
I know. I was able to multitask the NCAA basketball with Galciv2 just fine, but multitasking a w-i-f-e is a lot harder. Can't they understand that when we stare at the computer screen when they're talking to us, that's just because we have multi-threaded brains?
You should read Microsoft's license agreements sometime. Most of these agreements I doubt would hold up in court, if anyone ever seriously felt a piece of software was worth going to court over.
I always considered the game crashes to be an invention of the Arnorians. Right when then aliens are about to conquer your homeworld, the universe mysteriously vanishes and you're zapped into a parallel universe dominated by humans and monopolistic software companies.
Yep. Growth rate among small planets is exponential, yet tax rate is based on the square root of the population. Get those populations up to around the 2 billion mark, especially those planets you conquered.
Before you get that second factory tech--yes, I DO doubt the power of econ starbases, in the beta. I mean, 3 constructors + 400bc just to give a 10% boost? Half of which you pay for? A 150bc constructor to get 10% freighter revenue?
The Capitol should at least be on par with an initial colony, morale-wise. I'm finding all my planets except home being at 100% approval all the time.
Speaking of which, I've invaded several planets in the beta and never stolen a technology, even though the diplo screen clearly says they have techs that I don't.
1) The Social rollover to military production simply isn't happening. I will be at 100% social production, have a planet production nothing socially but starting a ship fresh, and the next turn the ship is still just starting. Furthermore in that situation the production numbers up top in the planet details screen are all screwed up. 2) When you construct a non-mining starbase the game doesn't tell you how it's going to cost. Unless
Being based production is not a bad thing. That means race bonuses & econ starbases are multiplying their 50/50 bonus production by that extra base production.
I find that my economy is thoroughly in the black before even I build a single market center or farm. Also I find that on abundant/abundant/abundant, those planets are ABUNDANT!! Economy starbases are where it's at.
Kinda. It's hard to see.
Issues I've run into: - The Social timetables are still wrong. The Research timetables are much better, though. - Aren't you supposed to get some free production from racial abilities? I always choose +50 military, and I haven't seen it. Where is it supposed to list your free production? - In the Planet/Ships tab, there are a LOT of keys you can sort your planets/ships by! That needs to be a pop-up menu in
The pop growth bonus is awesome, if you're the one getting it. Probably a little too awesome. It's the massive initial colonization phase that wins it. If a planet has 3% pop growth, it takes 23 turns to double its population. With 70% bonus, it takes 14 turns. In 23 turns, it actually has 3x its original population. BUT: you're at 100% morale during the initial colonization phase. That means 2x population every 11 turns vs. every 7 tur