DMF DMF

Off the wall GC III questions

Off the wall GC III questions

How does it work? No question too dumb.

Thought it more efficient to start single tread for these small questions rather than one per.


 I find it more efficient to improve starbases bypassing the automatic system and using Constructors with two or three construction modules. You can usually build one in the same time it takes to build the base one-point ship.

* If one builds a Shipyard with one of these multi-point Constructors, what happens to the extra points?  They just go away?

* Is there any way to improve the defenses of a Shipyard? (other than parking ships there)

 

227,791 views 86 replies
Reply #76 Top

IMO "faction" is a good term to represent either a single organization or a group of them.  Neither "race" nor "team" would work as well.  I asked the question wondering whether the combined power of a team would be represented in the Faction Power display. 

 

Reply #77 Top

Quoting Publius, reply 73


Quoting DMF,






Quoting Publius of NV,











Quoting DMF,







How is - or is - 'faction' different from race/species? 




Different terms for the same thing.  Faction is a bit more generic. 




 

I wonder if it's intended to cover "Team" as well.

 



I think it's just sloppy terminology on Stardock's part.

End of Publius's quote
i think races is sloppy tefminology.

Reply #78 Top

My word picture:

Ha   -----    irs

Reply #79 Top

These observations are from the Milky Way Scenario:

One thing that makes me nuts is the unclear descriptions of what certain things do.  For instance:

* Cash an Ideology packet for an improvement.  Is it One-per-Player, or One-per-Planet?

* Oboy! Three defensive ships per planet!  Wanna know what the maintenance bill will be?

* UP proposal: "Should all wars end?"  Did you notice that if it passes there will be no way ever to have war again (something that is actually suggested in the fine print)?  Or that it has no effect on war involving minors (something that isn't)?  Doesn't seem to stop the minors from begging me to declare war on the Drengin.

* There is nice flyover explanation of the selected ship role once the role is selected.  There no hint of the meaning of each ship role in the location where you actually select it.

* A very cool feature: You can select the type of constructor to be built by the shipyards sponsoring a starbase.  Unfortunately, your selection reverts to the default as soon as you close the selection dialog, making the feature completely worthless... :(

* Get an improvement with a benefit.  Is it 10% per planet it's built on, or 10% for the entire civ?  Trading Post is a prime example of this.  "10% to Trade revenue". Is that:

  • 10% globally? (only need to build one)
  • 10% globally per TP? (additive) [doubtful]
  • 10% to trade originating from the planet? 
  • 10% to routes passing through the planet's ZoC?
  • If so, is it additive?

It makes a HUGE difference.  For instance, I originate all my trade routes from my home planet.  So I build a Trade Capitol there.  Is there any point in ever building a Trading Post anywhere?

* In god mode looking at how AIs manage their worlds:

  • Lots and lots of Durantium Refineries.  Cool.
  • VERY few Culture improvements.  NO Tourism or Trade improvements (except the Iridian Free Market thingie).
  • The Thalan has about 15 worlds, and has built NO Hyperion Matrix (1PP), his most powerful improvement.

* There are many Pirate bases (shipyards) but the pirates do nothing.  When you battle a base, the result is applied to your fleet, but not to the base or its defenders.  It just sits there continuing to do nothing.

* There are no Anomalies - at all.  So the point of surveyor ships is what?

Otherwise an interesting map that is really taxing my 4GB RAM.

 

Reply #80 Top

Maybe this is a stupid question and I'm missing it somewhere but what do I do with an Idle Colony in which all hexes are full? In the base game, there were endless projects I could set on a planet when this happened, but these don't seem to exist in crusade! I need to know this, because the game refuses to let me take a turn while the colony is idle!

Reply #81 Top

Quoting Ermac2, reply 80

Maybe this is a stupid question and I'm missing it somewhere but what do I do with an Idle Colony in which all hexes are full? In the base game, there were endless projects I could set on a planet when this happened, but these don't seem to exist in crusade! I need to know this, because the game refuses to let me take a turn while the colony is idle!
End of Ermac2's quote

There are still projects such as "Aid Research".  By researching techs you can also unlock projects such as "Recruit a Citizen", and you can build a military academy that lets you do a project that creates a new legion.

Reply #82 Top

Still on Milky Way scenario, turn 460+ trying mightily for a Influence win.

 

The Altarians, righteous prigs that they are, declared war on me.  I have 5 times their power so it didn't last long.  But I observed something mysterious.  I'd kill the shipyard, clean out orbit, then a turn or two later I'd bring in a transport yet couldn't invade because there were three new defenders in orbit. 

Now, this isn't the Pragmatic "three defenders for every planet" since that's a one-time award.  No, these kept coming back every few turns.  I can't swear to it, but I think they appear without a shipyard, or possibly on the turn that a shipyard is built.

What's going on?

 

Reply #83 Top

Is there a way to upload an image, or does it have to be hosted somewhere and linked?

 

Reply #84 Top

host and link

Reply #85 Top

Anyone, on the Alt defenders?