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Post by euphorion on Jul 3, 2015 6:18:24 GMT -5
Again - nothing real bad, more of an inconvenience (but one for which I don't see any real reason)
When you demolish a ship the UI activates some other ship (I assume to the "next" ship (build order?) ) which may be at a complete different part of the map, which can be quite far away on larger maps.
Now, I can't see any reason why you would like to get a random ship activated after you demolished a certain ship. I assume you usually would want to stay at exact this map area in order to demolish more, organize or do whatever.
So: After a ship got demolished I would suggest that you stay just where you are at the map.
- - - - - background: I just had to demolish a full fleet of (older) invasion ships in order to save my economy - so it was - pick a ship - open the ship menu - demolish - scroll back to where that ship was, pick the next ship ....and so on and so forth.
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Post by euphorion on Jul 3, 2015 5:59:46 GMT -5
Just came here to request something identical - so at least I was able to find those hidden pages now.
As for the stats per faction I would have 1 suggestion: Why a page for each individual faction (and not even able top go back and forth easily from 1 faction to another), why not 1 page with a table? Vertically: Colonies - Population - Quality - .... Research - Spy - (TP) Horizontally: Faction 1 - Faction 2 - Faction 3
Would make it tremendously easier to compare the factions imo
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Post by euphorion on Jul 1, 2015 2:43:58 GMT -5
Strange - last time I checked Empire TPs rose by 8 when this got finished, no idea where the 2 missing ones could have vanished to. Well anyway, this probably won't be included in my research/building scheme anymore anyway.
As I see it: #1) The research usually would be done at the "rushhour" when you do need better military, better economy, better everything. Shortly: at a time when you really have to prioritize.
#2) Breakeven: as you mentioned there is a breakeven, as soon as CP is getting somewhat high it's not worth it anymore (exact point is depending on politics of course).
#3) Time of build because of #2 you would have to build it when CPs are low, which is problematic as a colony needs a lot of new things at this time. Hence you will build it usually when the colony is already quite developed (~8-10CPs), which takes the profit margin quite low
#4) Profitability You need to spend 10k for it, which is not too problematic as you will get those back once you abort the project. Profits generated are rather low (#2/#4) and in order to reach breakeven you will need to generate ~1k Credits net profit (so income from the 10TP vs leaving the colony at idle production) first as you will lose ~1k by building it (100 CPs building cost could have been idled for the same time, generating ~1k Credits profit)
All in all: unless I miss something you will only under very optimal circumstances generate any worthwhile profit from it. So it may not be bugged, but it's probably widely uneconomical under the current circumstances.
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Post by euphorion on Jun 30, 2015 7:23:18 GMT -5
This would be especially helpful for colony ships.
How many idle colony ships do you usually have? ;-) I can hardly remember having more than 3, maybe 4 colony ships at any given time - and once produced they are sent to the planet/area they are intended for.
All in all colony ships are usually a "just in time" production for me, so I can usually keep track of them.
What you could do (especially if you got the ship skin packs) is designing a seperate Colony ship for each faction, name it accordingly and give each a different look. et voilà!
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Post by euphorion on Jun 30, 2015 2:01:07 GMT -5
Ah ok, got ya. Could it be that at difficulty hard you are receiving +8TP from it? (10@easy, 9@normal, 8@hard...).
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Post by euphorion on Jun 30, 2015 1:54:33 GMT -5
As long as I have been playing, each Hab building used up one quality point always. Except for very low quality planets (<10) this never seemed to be any real issue.
Maybe you could provide a screenshot of one of those planets together with the buildings you got on it?
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Post by euphorion on Jun 29, 2015 2:59:43 GMT -5
Not sure if it is intended to work that way, but if that's a case I don#t really see the reason for it.
If you build a new improvement and abort itr afterwards from the queue, you are refunded the complete price you had to pay. (If you subsidized you only get the standard amount back).
If you upgrade an existing building and abort this, you get no refund whatsoever.
Imho, it should be handled in the same way for both cases.
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Post by euphorion on Jun 29, 2015 2:52:54 GMT -5
I asked in the Tips & techniques forum about it and got this reply:
Brutus Aurelius:
1) You build it. There is no bonus until it says 100% Active. If you shift it to lower in the queue, for example, so that Colony can build a Hab Unit, the bonus is not applied.
2) System Wide means that the whole Colony focuses on providing the bonus, as Colonies are entire Star Systems. So I built it again in my recent game.
The first 2 screens are before it got completed (2 turns left, no "active" comment, 17 TP at the colony) The next set of 2 screenshots is from a turn later when it says "active" (yet only 99/100 CPs), colony stats are completly unchanged, still 17 TP, same income.
Also: nothing changes on these stats during the next turns
As far as I can see there's no benefit from this 10k Credits installment.
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Post by euphorion on Jun 26, 2015 2:36:14 GMT -5
nobody knows?
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Post by euphorion on Jun 26, 2015 2:19:54 GMT -5
Indeed!
Know your enemy....
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Post by euphorion on Jun 25, 2015 9:56:53 GMT -5
I rarely do leave reviews, but in this case I did of course already. Even though I'm never sure if a review in the country specific sections (Germany in my case) will be added to the "broad international score" somehow. At least I always seem to be presented the country score only (there were like 2 or 3 reviews before only)
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Post by euphorion on Jun 25, 2015 8:13:31 GMT -5
If only I did have any meaningful fleet in that Crazy game. I was having a total of 5 ships from Mid Year 4 on for another 2 years.
I tried to follow exactly the same path at Impossible, probably a few turns slower due to economic constraints in the first few turns. Economic buildup, bee-lining with Thulun towards that yellow planet in the middle, parking my 2 Defenders there. Only that at mid of year 3 the AI showed up with 10 ships, destroyed the planet in 2 turns and moved towards the next colony.
As my main goal was to test if a single AI would be just as passive on that map - I had seen enough at that point ;-)
If I ever try that again I will have to stick much closer to my homeplanets and prioritize some military research much higher.
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Post by euphorion on Jun 25, 2015 3:10:57 GMT -5
Darn, I wish I was able to say the same thing. I guess I don't get it ´ Now and I guess I'm not sure if my english is THAT bad or I express myself so badly. I played at a map against 2 AIs at difficulty "Crazy" (which is supposed to be rather tought already, right?). Non of those 2 AIs ever made any attempt to go against me or even look for planets to colonize once it ran out of planets in its area. Once I started invading after over 10 game years it showed up with a handful of ships only. I find that still quite strange.
What the game at "Impossible" (and the hyper agressive AI) showed to me was: - it has nothing to do with the Map itself
What only more tests could show is: - was it a one-time "hickup" of the AI? (would have to play with the exact same settings again) - had it to do with 2 AIs at Crazy (would have to play at Crazy against 1 AI and against 2 AIs at Impossible)
Well I might get back to this map and do some more tests at a later time, but for now I admit I grew a bit tired of it and started a game of the often adviced "Garden" map.
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Post by euphorion on Jun 25, 2015 2:26:05 GMT -5
Well, I do both honestly. Maybe my post was lacking "early game". When I'm still short on cash, but need some "bigger guns" then I find these to be quite handy. Once my economy is strong enough and I start with invasion operations, then I also have a fleet of refuel ships and once I have those I also use the stronmger abilities.
Where those above mentioned cruisers come quite handy (imo) is quite early game when I want to put pressure on AI and fight near their planets without those supply ships. Not having to redraw intact ships because of waterfuel shortage is worth it for me at least.
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Post by euphorion on Jun 25, 2015 2:16:05 GMT -5
No worries. Glad to FINALLY having found a space strategy game of that quality for mobiles.
My gaming time (beside being way less in general) went from 100% PC 5 years ago to 95% mobile devices nowadays and so far I hadn't found anything that really satisfied me for my most favourized game types (MoO2, GalCiV series etc) on mobile devices.
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