As far as being able to use research facilities to get some production - I have worked at a 'Research' facility for a metals producer - and it included a small scale factory and smelter - used to produce test runs of new alloys. It could easily be used as a limited production facility if the need arose. And large manufacturing facilities may also have small research and testing labs integral to them... the logic behind the game mechanic is not
Dog of Justice
I actually have to hunt around for a partially built one on the last buy, that will not drive me too low. I hear you on this one Purge. Late game, most of my time in a given turn is spent hunting for a planet with a half built ship, so the cost is more in the 20-30k range to spend off that last bit of money. You could just design a ship that costs 20-30k, and give it a name so that it appears near the top
It is but one of a list of several things that are crazy I would add having a million BC credit a week income, but you receive an income penalty if you have over 20K in cash reserves. Strange, but nothing really wrong with it from a game balance perspective. Very low priority.<br/
Years: 0 Difficulty: Suicidal LOL. Yeah, gotta hand it to them Spore Ships.
I just use the default when I rush buy. Not necessarily a good idea. Below a production cost of 32, the first lease option almost always has a cheaper TOTAL cost, not just a cheaper initial cost, than the default. And for expensive items, the game may be over before your total payments on a long lease come close to adding up to more than the default.
What do you mean by "floor"? Is it a ROUNDDOWN() function? Yes, round down to the nearest integer, and ceil() is round up.
X is the remaining production cost of the item. Y = floor(X^1.1). Galactic Manufacturing Corp.: 6Y Terran Manufacturing: 4Y, plus 1+floor(Y/5) per week for floor(Y^0.61) weeks. United Builders, Inc.: 2Y+50, plus 2+floor(3X^0.55) per week for floor(Y^0.6+22.3) weeks. Mitrosoft: Y+50, plus 1+floor(Y^0.55) per week for ceil(1.5Y^0.8+141.5) weeks. The United Builders per-week value is sometimes 1 too small (it's probably really some function of Y, but the obvious Y^0.5
I submitted a game on May 2nd, and the resubmitted the same game yesterday (you get one chance to do this) after milking it for score. The official metaverse updated my score for the game, while the AltMeta didn't.
The AltMeta is not tracking resubmitted games properly.
Of course, I thought everyone thought it was the Yor who were overpowered.... let's see if they can manage to be competitive. My working theory is that the Yor abilities are great for winning the largest possible percentage of games against the AI, but they aren't anything special when it comes to achieving high scores. You don't get more points by slowing down the AI, you get them by doing things faster yourself. The Krynn bonuses, especially +50 morale, are better suited for
The AltMeta doesn't seem to be tracking resubmitted games properly.
I have come to bring order to the Battle Royale. Consulate represent.
It is hard to identify the scoring formula with certainty, although I have been working on it for some time. The best I can do is ~967/world in score. If you look at my top three scores in the small map catagories: 135450 on a medium (140 worlds), 97650 on a small (100 worlds), and 74200 on a tiny (71 worlds) they all cluster creepily close to the same 967 (or 967.5) per world. I'm still trying to figure out what I can do to try and get over 1,000 per world, but I
To be fair, I prioritized some questionable techs over Concepts of Malice in my most recent game just because I wanted a few planets near my homeworld to flip to my side first before I lease-bought the MCC, since it was still early enough in the game that my population wasn't that large, thus the extra population looked more useful than a few turns of +100% economy. But yes, as a primary strategy, invasion >> flipping (and in retrospect, I probably misplayed in the example I gave; at least I sh
Actually, not so. In DA, you can choose any adjacent square to be the launch square for a planet, on a per planet basis. You can even change launch directions several times within one turn. This tactic has many uses. Really?! How do you do this? *starts dreaming of moving engineless ships a full sector per turn by just hopping from planet to planet*
I know it is desirable to keep a near-100% approval rating for most of the game to grow your population as quickly as possible. But what about at the very end, when practically all your planets have filled up, and you've decided to see how many points you can milk out of the game? Is there any penalty to my social score if I do the economically logical thing of raising taxes to send my approval down to ~21%? If nobody knows, I suppose I can test it fairly quickly, but I was wondering if someo
With Enhanced Miniaturization (or just Basic with the Yor), you can bring the cost down to 55 production per colony ship by using Tiny Hulls. This is fairly relevant in very fast tech rate games. Another trick I use to speed up colony ship production while conserving money is to build or buy "incomplete" colony ship hulls during the first few turns of the game, and then upgrade them to colony ships. I don't know the precise formulas for purchase cost, but I have found that buying, say
100% factories I understand, but--100% labs? It actually can work better than all factories, depending on your map settings. I wrote an AAR where I illustrate using this method, and in the notes following I went through the math of all labs and all factories vs. using a mix. You actually get the most production per tile for your entire empire using all labs, although all factories is a little more versat
I would never in a million years go 0/0/100 and re-focus research, though. Okay, I admit I was deliberately just trying to be different there. (Though you can beat at least Crippling difficulty with no factories...) I didn't mention asteroid redirection since it didn't directly have anything to do with focus, but yes, that's a useful early game micromanagement tactic as well.
The starbase bonus is applied after all other bonuses. That's what makes the starbase bonus so powerful. It actually multiplies the effect of all other bonuses as opposed to other bonuses that merely 'stack' i.e. are additive. As an aside this is also part of the reason that you can achieve 20K RP per week research planets but about the max production planet that I've ever achieved (in DL) is about 4K MP's per week. This is because there's no production equivilient to research resour
Simple way to test it--build the tinies and enough constructors to make the starbases at the end of a game, save, finish, and look at your military score. Then reload the save and build the starbases, finish again, and look at your score. Oh, I was under the impression that your final score was determined by some sort of average of your scores every turn of the game (in which case what you do on the very last turn can't make a real difference no matter what), rather than just bei
If I create a 4x4 military starbase array with all the ship attack/defense enhancers, and park a bunch of 1 attack/1 defense tiny ships in range, does this inflate military score? Or does only unmodified ship attack/defense matter?
One way to buy some time is to finish researching Xeno Ethics right as your treasury drops well below -500bc. Your treasury will reset to 0, regardless of which alignment you choose. Of course, if you choose Neutral, you will get even more immediate benefit in your morale. Suppose, via saving and reloading a metaverse game, you're able to identify a +25% tech anomaly and reserve it for later. Then, when you're 75% done researching Xeno Ethics, you can send your treasury below -1
Technically, the MCC is a bug. You can look at the PlanetImprovements.xml file and see the missing "bonus type" XML flag for yourself. But it's a bug that's arguably more interesting than the feature that was supposed to be in its place, so I can understand why it hasn't been a priority to fix. I agree that it makes more sense for Good to have the best economic long game, though. Just giving Good something like a +100% Economy building and taking it away from Evil would go a long way
I will echo the "Neutral for rush, Evil otherwise" sentiment. The MCC, Artificial Slave Center, Orbital Terraformer, etc. are all sufficiently expensive buildings that some games may be effectively over before you should get them, but once you have them Evil is far ahead of Neutral. One terraforming quirk I noticed: "Habitat Improvement" squares only cost 30 production to terraform, while the other two types cost 50. It may be reasonable to aim to just "manually" terraform 30-cost til