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Post by bookworm21 on Feb 20, 2015 17:18:08 GMT -5
This has probably been asked already, but is there any penalties/bonuses to playing mixed clan/syndicate/new clans or does it not really matter?
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Post by abysmal on Feb 20, 2015 20:59:19 GMT -5
No penalties to economy or anything. They still hate each other though.
Edit: I guess they get a lot more political stuff than normal. Never noticed that.
Sent from my 0PCV1 using proboards
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Post by Cory Trese on Feb 20, 2015 21:31:41 GMT -5
Can you tell me how clans behave differently than syndicates? Sorry if this has been asked before, but I always thought they worked the same way. Conflicts between Clans and Syndicates are more likely to escalate, and trade routes between Clans and Syndicates are more fragile.
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Post by Cory Trese on Feb 20, 2015 21:32:11 GMT -5
So does Mok currently have the trade ban immunity or is that later? Sent from my 0PCV1 using proboards Mok has immunity to the Trade Ban penalties on all difficulty levels.
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Post by abysmal on Feb 21, 2015 11:09:41 GMT -5
To be honest, Mok makes wanna try just trade economy with it.
Sent from my 0PCV1 using proboards
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koles
CKF Backers
Posts: 449
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Post by koles on Feb 23, 2015 4:06:32 GMT -5
#2. Alta Mesa requires infrastructure -- if you get Level 3 Star Forge, you get *3 turns* of CP applied to the new ship. hmm are you sure? Star Forges no matter what level seems to give only 1 extra turn so without it you get 1 turn, with - you get 2 turns. or its a bug and it should looks like this? Star Forge 1 should give +1 extra turn Star Forge 2 should give +2 extra turn Star Forge 3 should give +3 extra turn after 2 days of hard playing I have also some bad experience with Zenrin. they seems not really much more resistant to morale loss, at least from overcrowding or overbuilded. after building enough habs and spice - they also increase their morale in quite normal speed. is their strengt lies in their faction buildings giving spice and def at once? what are your experience with that faction?
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Post by abysmal on Feb 23, 2015 6:08:52 GMT -5
Ok... So moks trade economy is wicked now.
Sent from my 0PCV1 using proboards
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Post by Cory Trese on Feb 23, 2015 9:56:19 GMT -5
Mok seems to excel early game, but by the time you have a good number of TP, the De Valtos bonus is better. This really just gives DV an advantage in the late game economy. Mok's ability to ignore one of the negative Trade Penalties seems to generate impact on around 9% of the game's turns, which has an impact, again, particularly in the early game.
Star Forge goes +1 Turns, +2 Turns, +2 Turns. I will work on getting that into the description if possible.
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Post by bookworm21 on Feb 23, 2015 13:05:01 GMT -5
What does the third upgrade do then? Just wondering...
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koles
CKF Backers
Posts: 449
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Post by koles on Feb 23, 2015 13:14:36 GMT -5
more cp
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Post by Cory Trese on Feb 23, 2015 13:15:17 GMT -5
What does the third upgrade do then? Just wondering... Improves the upgrade's bonuses, increases the credits to maintenance ratio to the correct level for an Colony Upgrade that requires that many RP. It's basically an improved Orbital Factory, so you're getting an additional general purpose colony upgrade that will help builds ships and other things faster, or generate more Income.
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Post by bookworm21 on Feb 23, 2015 13:16:46 GMT -5
What does the third upgrade do then? Just wondering... Improves the upgrade's bonuses, increases the credits to maintenance ratio to the correct level for an Colony Upgrade that requires that many RP. It's basically an improved Orbital Factory, so you're getting an additional general purpose colony upgrade that will help builds ships and other things faster, or generate more Income. Nice, thanks!
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Post by bobc on Feb 24, 2015 7:53:24 GMT -5
Hi Cory Trese The Clan Moklumnue description in the game summary is out of kilter with the description in the manual. The summary (and gameplay) gives the Moklumnue bonus as +2 TP, but the Faction description in the manual says "They have not lost their wanderlust or their innate love of a good bargain, and the Moklumnue’s expertise in trade is such that any Colony they control will generate +4 TP at all times." Should the Moklumnue bonus be +4 TP or is the manual suffering from wishful thinking or (more likely) am I missing something simple?
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Post by abysmal on Feb 24, 2015 8:27:31 GMT -5
I think the in game description is off bcause i am making a little more money in game after the update.
Sent from my 0PCV1 using proboards
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Post by Cory Trese on Feb 24, 2015 10:10:50 GMT -5
I missed updating the in-game description, my error. I will fix this for next, and thank you for pointing it out.
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