This is a list of questions I have about the game that I can't find the answers to:
1.) What exactly do the resources do? I know basically what they do, but how do they work? Does mining an economic resource increase my economy by a percent? How do I find out what the percent is? How is it modified by additional starbase modules? Is it a static bonus? How is the influence from an influence starbase distributed? Through my entire empire?
2.) When are ship defenses regenerated? Between battles? Between each individual attack cycle?
3.) Why are some things in the game rated as percentages when they are clearly not percentages? An example of this is logistics. You're getting logistics points, not a percentage modifier. Am I understanding this wrong?
4.) At what point does the AI decide I'm too powerful and begin to refuse to trade me military techs? This is very annoying.
5.) Why are advanced industry and research buildings so godawful expensive for such a small bonus to production? Am I missing something here.
6.) How the hell can I ever get starbases to survive a war with an enemy that is at a similar or greater tech level then me? Even sometimes behind me. It doesn't seem possible, no matter how well defended they are based on my technology. Only when I dwarf the enemy or have a significant technology advantage do my starbases survive.
7.) What does the command "guard" and "patrol" or whatever for ships does? How can I get it to work right? It seems like it turns off by itself every turn. Sometimes auto attack seems to bug out in this manner as well.
8.) Bonus tiles on planets say "increases by" 100%, 300%, or 700%. Does this mean the TOTAL production for those tiles will be 200%, 400%, and 800%?
1) Each research building produces a certain amount of research points each turn, depending on how your research slider is set, and whether or not you focus any of your planets to research. The tech you're researching requires a certain amount of tech points put into it before it's completed.
2) As far as I know, between each attack cycle.
3) That, I don't know. The basic translation, however, is that for every ten percent of +speed you get, all of your ships moves 1 point faster, and the same goes for logistics. Ten percent = One point. I suspect that it is simply to keep the information to the plyer consistent.
4) They tend to do it when you exceed them in military power. Not immediately, but by the time you're strong enough to just kill them, they stop wanting to help you kill them.
5) Because maintenance and research/production scale by a certain amount for each tech level. Basically, we end up with a few 'middle children' where buying them is not economically viable. Or they start out requiring a very high maintenance. I can't tell you why exactly, only that you should skip these levels as fast as possible. In the end, they usually pay off.
6-7) Don't know, sorry.
8) It becomes 200, 400 and 800.
6. I dont bother building defense/weapon modules on starbases. I think its much more effective to use ships and fleets to defend them.
7. Guard should immobilize your ship until the ship of another AI comes within its sensor range. Patrol I've never used. I rarely use atuo-attack, because it is a bit buggy, and I'd rather decide what to attack on my own.
Sentient species taste better...
1.) It is a percentage increase to the appropriate ability. Econ, Influence will affect your entire empire.
2.) Ship defenses are between attack cycles; so let's say...single Torian Cruiser with Defense of 100 meets Drengin Fleet of 7 ships. Each ship will have its attack, depleting the Torian defenses, at which point the attack turn will end and the Cruiser will have "full" defenses again. HP regenerates between turns.
5.) Depending on the race, sometimes the low end are very high maintenance, sometimes the high end are. Its actually sometimes better to use a "weaker" building because of the cost ratios. Use Trade to get the best options.
7.) One (i think Sentry) sets your ship to remain inactive until it sees ANY alien ship. Guard sets it inactive until it sees a military ship.
3. The logic of Mathematics can be calculated in different ways;
a- The coders interpretation of conditions and variables evaluated to impact the gameplay in relative proportions; ex- production or research points are equal to 'activities' which multiplies or add/low effects to many 'connected' situations.
b- The gamers 'intuitive' reaction to a coherent set of values which constitute a total. This being, normally, a constant specifically attached to any given gameplay situations.
c- The esotheric principles which define a point (as in data) or a percentage (% of a whole) as it relates to any elements and how they are perceived or defined.
d- Results and consequences at any given moment during a game. As these can interact with continual or steady effects.
e- None of the above... in particular - what or how anybody *could* evaluate some exact (as intended by game maker or found in other games of similar numbers crunching) concepts. Yours, mine, everyone's!
Meaning... once you know that it takes 75% to reach a *Win by Influence* condition, your instinct (or intelligence) can easily evaluate what sort of numbers (points or percentages) are necessary.
Complex issues or through experience, all values clearly add up to a superbly balanced gameplay.
Nice job Zyxpsilon , I thought the purpouse of these forums was to HELP the noobs UNDERSTAND their game.
Yeah I'm mocking you.
2x2=4.5 in the Twilight Zone.
If one is to include bonuses - of course!
And there is such a thing as 2+2=7.
It just takes a lot of mathematic skill, knowledge and time consuming calculations.
So it is on a technical level, correct to say that 2+2=7 (or whatever other equation you want to use).
To answer your questions Trubbs.........
1) The bonus given from mining starbases and their complementory mining modules, is a permanent empire wide bonus. That means that the bonus affects your entire empire. By permanent, I mean that it continues to give you a bonus until that given starbase is destroyed or decomissioned. The bonus from the mining modules stacks with the previous bonus. Economic resource increases the amount of taxes you recieve. Military resource helps you build your ships faster. Research resource helps you research technologies faster. Morale resource makes your people happy. And the Influence resource is very multifunctional. It defends your colonies from culture bombing. It helps you culture bomb better. And it increases your tourism income. I don't know the exact mathematics behind it. You could probably find your answer to the percentages part of this question in a Wiki somewhere.
2) Defenses regenerate between battles. I personally think it should be between turns instead. It will make the game more strategic and epic.
3)A 50% increase to logistics would (if you have only 10 logistics points at that time) give you 5 logistics points. If you have 20 points, it would give you 10. If you have 50 it will give you 25. Etc.
4)When you start killing off other civs. They get really nasty if you start killing off the Minors. They're of no help to anyone but the Major civs still get pissy at you for it.
5)Depends on how much money you make per turn. If you make a hell of alot, you shouldn't be worried.
6)You can't. You shouldn't even try to defend them. It's not worth it.
7)I believe Kzinti already explained this one.
8)For Example Factories. 100% bonus acts like 2 factories. 300% bonus acts like 4 factories. 700% bonus acts like 8 factories. I love the 700% bonus tiles.
I hope this helps.
Unlike Zyxpsilon's post!!!
Till next time.................
ROCK ON!!!!!!!!!
I beg to differ!
I stack some heavy guarding defensive ships on or nearby those precious assets, effectively maintaining some growth factors AWAY from any opponents daring enough to strip it off my cold dead hands.
Heavy_Metal ON!!!
I agree with Zyxpsilon. Defend them with ships, which can move outward to attack targets if needed, and also can be re-deployed once that base is no longer in an area of stretegic danger. The resource starbases in particular are too valauble to be left vulnerable.
Trubbs,
I meant to refer you to these two links to get valuable numbers in as much clicks as you can search for...
https://www.galciv.wikia.com/wiki/Galactic_Civilizations_Wiki
http://wiki.i-mod-productions.com/index.php?title=Main_Page
...indulge yourself. Anything worth calculating IS there already if you look hard enough.
I was talking about defending it with modules, specific to that purpouse.
Should have been more specific apparently.
Thanks for deciding to help out our friend here.
And I saw that.
You're trying to steal my catch phrase.
Either that or you're mocking me.
Whatever the case may be, I'm amused.
However, ROCK ON!!!! is more appealing to the ears than HEAVY METAL ON!!!!!
Not that I don't like metal.
Anything with good guitar rifts, crazy drum slammin and I am so there.
Save SCREAMO (unless it's a non-lyrical version of the song).
Till next time.............
LET'S RAGE!!!!!!!!!!
(HAA!!! Can't steal this one from me. It's my trademark!!!!)
There are many great features available to you once you register, including:
Sign in or Create Account