Imo the lesened version in DA is still too powerful compared to the other alignments.
MacsenLP
Good reply posts guys very thought provoking. It's possible it could be worthwhile to build on the homeworld early but I doubt it. The key thing with early homeworld management imo is getting enough production to produce colony ships once every two turns imo (100% mil). The manufacturing capital takes a long time to build/very expensive to buy. Just factories are more worthwhile imo also ma
Also building that manufactory capital is not optimum strategy imo. A factory would be more beneficial a manufactory capital should only be built on a planet that has 4 or more factory buildings/bonuses increase to 4 or more worth. This is the case if the manufactory capital bonus is 25%. The Terran homeworld has 300% factory production including the bonus tile another factory needs to be built to make the manufactory capital worthwhile (i'm not taking into account the small eco bonus
Great to see the Korath and Krynn have new logos. Don't think I like the outline around the Korath one too much though but they are a massive improvement over there previous logos. As to the performance of the Korath in my beta 2b games they have possibly been the most consistent good performer. They seem to fade after a strong start in most of my games though possibly due to alignment and economy issues.
Speaking of weird things the Krynn do i've seen them drastically lower there population by huge approval rating swings. On the graphics approval rating line chart it seems one turn they have zero approval then the next it's a 100 i.e. bottom to top of chart swings and it keeps repeating.
It seems a reasonable way to balance the custom races is to confer regular Ability Points based on the Super Ability. In general I agree although some super abilities need a lot of work eg suuper breeder while others just need a bit of tweaking and giving/taking away of ability points or adding inherent abilities to the race that has a weak super
Stardock needs to add the fact that Super annihilator can colonise toxic planets and have 100% production on them (unless this is being changed after beta2b). It certainly makes the ability much more powerful I only realised this after trying out the Korath. After a spore ships use it would be nice if the planets artwork also changed to reflect it's new toxic status as well.
My thoughts... Super Hive: Hugely overpowered and is too be changed according to one of the journal entries. Super Diplomat: Very cheesy I turn off tech trading it's too easy to abuse the AI's. Super Breeder: As I understand it you need 100 morale. In effect you have to cripple your economy to get it to work. Perhaps worst ability. Super Warrior: Arguably the best long term working abilty. Arcean stats are rubbish though best to create your own race wi
Your out of your mind! I'ts way too powerful imo especially in DA. Planets in DA often need to be terraformed a huge amount. Having to terraform 9, 12 or 15 tiles on a planet is now common an early neutral path takes this pain away quickly and
In Beta2b the bit where it shows your race statistics icluding military production the slave centre did not increase this. I'm not sure if it actually increased production but I lean towards saying it didn't. I picked altraians extra research then researched straight through to the slave centre tech chose evil rush bought the slave centre then researched the extra military production bonus techs during my test. Stardock need to take a look at it even if it's just a case that i
Tried building the slave centre on DA beta 2b and it didn't do a thing, no military production bonus at all. One to add to the bug list I think. To balance the the alignments i'd like to see: Good: More general goody type improvents, extra diplomacy, trade bonus perhaps social building production bonus. (haven't put too much thought into good improvements i'm not good inclined but they need the most work) Neutral: Remove the free tiles with terraforming tech comple
You stray from the point, which was you didn't read all of the replies. no i must have missed that one. Keeping to the spirit of pettiness in this thread the guy has misread my name judging by his spelling mistake so he's hardly perfect ethier. Anywa
You didn't read all the posts did you Lenuis? The OP said; Considering the title said conquer and first post said conquer... it's no wonder i thought he meant conquer. Also i've played loads of beta2 and never seen the bug it's no wonder I thought he was mistaking conquering a planet with a bug is it...?
They have 0 production on these conquered planets. It's the same if you conquer a planet without the right colonisation tech. It's not a bug.
If your military bonus is 30%, then your production is (130*1.5)=195% So applied to both your base 100% and your additive bonuses. Wow, that looks very powerful i'll have to try it out. I still think neutrals way better though.
Slave Center is a hard coded (not otherwise visible) 50% bonus to military production. It is applied after all bonuses. So it applies to your other bonuses as well. Ok say your military production bonus is 30% then you finish the slave centre would your new bonus be a total of 45% or 80%?
Neutral is massively overpowered. The 15% morale bonus and immediately avaliable tiles with right terraforming tech are a huge advantage if you go neutral early. Extra trade is great and the neutral learning centres are a huge advantage over other races. Good alignment is basically terrible. Evil has some nice things but is no where near as powerful as neutral. The weapons are the biggest dissapointment imo. They just aren't cost effective, there small size means you can pu
I'd personally like farms to be immune to spies.
This exploit isn't something i'd do (not into something that cheesy) must admit i'm not a big fan of tech stealing through invasion and would like to see it in a limited form or taken out all together. Tech stealing through spies is a much better idea to me and is less open to exploit. eg 4 spies average 1tech per 50 turns. 8 spies average 1 tech per 35 turns 12 spies average 1 tech per 20 turns. Perhaps some system like that. Personally I don't think you should be able to s
I've created a couple of posts that have shared similar views about spore ships (Spore ship tech steal exploit and Re-populate posts). (EDIT: just noticed you posted in one of them Dano13 ) Also the planets graphics don't change to reflect the planets now toxic status (dark blue planet I think from memory). This should be changed. An animation would be cool I wonder how busy stardoc
Also if you introduced this repopulation idea to the AI then it would have serious consequences. Thats why I said the AI's should do it when at peace. Perhaps they could do it on relatively safe from invasion colonies though. Ultimately they could easily just build more transports. I think a lot of good players repopulate low populatio
Techs not being discovered when there supposed to drives me insane this idea is awful. It's bad enough that bugs like the research treaties not working in DA have this effect without introducing it intentionally Your idea has a big thumbs down from me.
In my latest beta2b game i've seen the Korath build transports although i'm not sure they built it for repopulation purposes. If there not building it for this purpose they shouldn't really be buiding transports when they have spore ships tbh.
I'm not really in a hurry, to be honest, the present game GalCiv2:Dread Lords is already a marvel on its own respect. Your missing out by not being part of the very stable beta it's miles better than Dread Lords already.
Super Hive will probably be changed such that manufacturing improvements cost 1/4th as much instead of just being built in a single turn. Very glad of this, I stopped playing thalans as they were so overpowered. They have some of the best abilities techs great starting planet and the factory ability meant you could easily dominate the colony pha