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Post by khizlek on May 18, 2014 5:43:11 GMT
Merchant Race is the one that makes it so you don't need space ports, right? I think in Proportions it's pretty damn awesome. While yes, Space Ports get built into a lot of later-tree cities, it gives you a phenomenal leg up in the early game, as you can get your colonies in a system to be productive that much sooner. You aren't spending the 10-15 turns building up that spaceport first! No, Merchant Culture gives +20% maintenance, which is a very solid boost with little downside. To give you an idea, I didn't actually have 180% maintenance, afair it was 165% + Merchant.
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Post by Amarr Empire on May 18, 2014 7:04:03 GMT
Merchant Race is the one that makes it so you don't need space ports, right? I think in Proportions it's pretty damn awesome. While yes, Space Ports get built into a lot of later-tree cities, it gives you a phenomenal leg up in the early game, as you can get your colonies in a system to be productive that much sooner. You aren't spending the 10-15 turns building up that spaceport first! No, Merchant Culture gives +20% maintenance, which is a very solid boost with little downside. To give you an idea, I didn't actually have 180% maintenance, afair it was 165% + Merchant. I think Gotien was referring to the Merchant perk (not the culture which you pointed out) which gives a space port in every system (or doesn't require one).
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Vyrex
Junior Member
Posts: 83
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Post by Vyrex on May 18, 2014 16:27:37 GMT
What Amarr Empire said, I apologize for the confusion. While useful, I think the merchant perk ultimately isn't that useful(at least once you get a few levels in...which isn't that hard), unless I'm misreading colony upgrades!
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Post by Tau Ceti Empire on May 18, 2014 18:07:15 GMT
It helps for early colony development in new systems as it saves you the build time of the space port. I don't think it is terribly useful, but some people like it to reduce some of the micromanagement.
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Post by Tau Ceti Empire on May 18, 2014 18:09:35 GMT
It is also useful for getting resource producing facilities up in new systems much earlier as you don't have to build a space port. Ex. colonize a non-breathable medium planet as a first colony in the system. for long term plans you decide not to build a space yard facility and just decide to build 3 resource extraction facility on this planet. you can then build just the 3 facilities and not waste a slot on the space port.
Still not the end of the world not having it.
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Post by Dominion of Zabéara on May 18, 2014 20:54:44 GMT
Merchant Race is the one that makes it so you don't need space ports, right? I think in Proportions it's pretty damn awesome. While yes, Space Ports get built into a lot of later-tree cities, it gives you a phenomenal leg up in the early game, as you can get your colonies in a system to be productive that much sooner. You aren't spending the 10-15 turns building up that spaceport first! No, Merchant Culture gives +20% maintenance, which is a very solid boost with little downside. To give you an idea, I didn't actually have 180% maintenance, afair it was 165% + Merchant. According to the information you provided me, Your racial build was 175% maintenance reduction + an additional 20% gained via the cultural trait ( for a total of 195%)
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Post by Solvani Imperium on May 18, 2014 21:24:52 GMT
I'd like to see Medium costs for research, a cap of 150% or so on maintenance (with higher costs as well), and about 7-8 systems per player, rather than the 12.7 (203 systems/16 players) per player in the current game. Fewer systems would encourage more conflict earlier, which would be more exciting. In this game, there have been few battles involving most of the newer players, so they have not had a chance to get experience with SE's tricky combat system.
As it is, we've all tech'd up super quickly, which means once war breaks out in the Center/East, the battles will be very destructive. But there's no question that maintenance reduction is the biggest issue with the current game.
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Post by The Kortl Rheus on May 18, 2014 21:42:48 GMT
I would be ok with a smaller universe too, provided no players start directed next to eachother. At least one system of space.
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Post by Solvani Imperium on May 18, 2014 21:47:07 GMT
I would be ok with a smaller universe too, provided no players start directed next to eachother. At least one system of space. I agree. I don't think that can be directly controlled, but we could have a neutral non-player check that no one is next to each other once the map is seeded.
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Post by Dominion of Zabéara on May 19, 2014 5:22:35 GMT
I'd like to see Medium costs for research, a cap of 150% or so on maintenance (with higher costs as well), and about 7-8 systems per player, rather than the 12.7 (203 systems/16 players) per player in the current game. Fewer systems would encourage more conflict earlier, which would be more exciting. In this game, there have been few battles involving most of the newer players, so they have not had a chance to get experience with SE's tricky combat system. As it is, we've all tech'd up super quickly, which means once war breaks out in the Center/East, the battles will be very destructive. But there's no question that maintenance reduction is the biggest issue with the current game. Given the general consensus that this is a fairly flawed game, I think I am going to move to create the PBW page for a new game, one that will address the several concerns with the current game. I won't launch it right away, but rather wait for it to build up a critical mass with enough players, and until we are actually ready for it.
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Post by Xirtalahan Consensus on May 19, 2014 7:05:49 GMT
Given the general consensus that this is a fairly flawed game, I think I am going to move to create the PBW page for a new game, one that will address the several concerns with the current game. I won't launch it right away, but rather wait for it to build up a critical mass with enough players, and until we are actually ready for it. Well, you can count me in.
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Post by Sethulkra Hive on May 19, 2014 13:17:57 GMT
I'm in too.
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Post by D'Kali Hegemony on May 19, 2014 13:42:44 GMT
Ditto!
As for the systems per player, I think the number we've had here has been okay, but as is always possible in a randomly generated map, we've got a few clusters close together (mostly in the southeast), while there are other empires with vast swaths of territory. It does make it exciting to be sure, though the only way to really fix it would be a map created by one of the admins. While I trust our illustrious admins to play fair, I think it takes the fun of exploration out of it for them!
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Vyrex
Junior Member
Posts: 83
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Post by Vyrex on May 19, 2014 14:54:58 GMT
Count me in!
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Post by Dominion of Zabéara on May 19, 2014 18:11:22 GMT
Ditto! As for the systems per player, I think the number we've had here has been okay, but as is always possible in a randomly generated map, we've got a few clusters close together (mostly in the southeast), while there are other empires with vast swaths of territory. It does make it exciting to be sure, though the only way to really fix it would be a map created by one of the admins. While I trust our illustrious admins to play fair, I think it takes the fun of exploration out of it for them! Part of the problem is the map-pack we are using, in which Rock, Ice, and Gas planets are balanced. When homeworld spawn is on random, it finds a player a suitable large planet of their type, evenly spaced out as possible from other players. Most players (usually around 80%) pick Rock, and in a normal map this is fine, because 75% or so of the large planets are actually rocks. So lots of room to space out. But because only a third of the large planets in this map pack mini-mod are rock, but 80% of players still pick rock, it means that the randomized distribution of players has much less room to evenly space players out. Player starting positions are much more subject to the whims of the randomized distribution of those few rock. There are a few solutions to this: 1. Modify the mappack to greatly increase Rock planet representation 2. Set quotas for players to ensure equal distribution of planet types 3. Increase map size to compensate 4. Abandon mappack 5. Set randomized but pre-selected starting positions. The game will fill in a large planet of your type into the starting sector to which you're assigned. So, option one would not be fair to those who don't follow the crowd in picking a rock planet type. Two is heavy-handed and leaves me with a bad taste. Option three is what we tried with this game, and it was still pretty bad, and had the side effect of many players simply too spaced out. Option 4 is basically a different way to achieve the result gained in option one. For these reasons, option 5 is my preferred choice. The map can be randomly generated, but the randomized starting positions could simply be edited into the map, thus keeping it largely unknown and interesting to whomever assigns them.
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