mormegil

mormegil

Joined Last seen Member # 299
3 Posts 7 Replies 33,828 Reputation

Looking into this further, it turns out to be partially a bug, partially a balancing issue. In fact the penalty should not be a multiplier at all. (Morale is often problematic because it is a Flat, that is displayed as a %.) I have changed it to be a Flat -0.15, this means that if you have 40 planets, you will receive a flat -6. This can easily be countered by building 1 entertainment center. Not including other global approval bonus from techs and traits. I might have to

16 Replies 24,944 Views

Good stuff, much of this we already have plans to address. Changing the star box is a cool idea but it might have to wait for a patch, but i like it. The reason we have you double click on planets, starbases, shipyards etc. is because they all have Context windows that come up on single click, this is so you can quickly give simple commands, without exiting the main map. Thanks for the feedback.

10 Replies 9,940 Views

I’m sorry that you are disappointed, let me clarify things a bit and see if it makes you feel better. It may have been misleading when I said the AI will get bonuses at higher difficulties. While this is true, it is not as simple as +100% to shields credits per turn or anything like that. In fact the cruder bonuses of that type will really only be used in Godlike, where we want even very advanced players to feel like they are threatened. The primary way the

91 Replies 418,317 Views

This is a great post, unfortunately a lot of these issues are being caused by a bug, at its heart GC3 is using the same math as GC2 to do its placement, the problems people are seeing are for the most part in the data, (IE still needs balance) There are still some bugs however that we are working on, but there are several things that are currently exaggerating this issue, all of which our on our list to fix. 1. There was a bug in the star system definition (This was all my fault

16 Replies 54,760 Views

We are still working on the map generation, it is very hard to balance, but we will continue balancing, for now if you run into this a lot you can up the habitable planets option to abundant.

12 Replies 7,124 Views

Growth stops once you reach your population cap, the only problem at that point is making sure that you have enough Goods and Services to keep them happy, this is actualy not that hard with a few entertainment centers, and starbases.

4 Replies 1,379 Views

Having the game move your sliders is a temporary fix, we are working on something better. There is much debate on weather you should be able to spend in the red. We will be taking another look at this soon. Allowing players to spend beyond into the negative is very easy to exploit, and most of the mechanics for dealing with negative spending are not fun. Retiring ships, shutting down factories, etc. But we will be updating the existing system for sure.

7 Replies 7,774 Views

As mentioned we have a curve now Population to Production calculation, it is really no longer worth putting 150b people on a world, it is not much better to put 40 or 30 and have factories, labs etc, do multipliers on them. 48 should in fact be pretty good. The current curve is this. y=2.1*x^.75 which looks more or less like this https://www.dropbox

8 Replies 27,568 Views