You used to be able to do a mutual swap. e.g. each empire has 1 ship in system. empire A gives ship to empire B, empire B gives ship to empire AGeoff the Medio wrote: ↑Thu May 27, 2021 6:32 amIf I recall correctly, the recipient of a gift needs to have something present in the same system to receive it.
Sixteen game on the multiplayer slow game server
Moderator: Oberlus
Re: Sixteen game on the multiplayer slow game server
Re: Sixteen game on the multiplayer slow game server
I'm trying to remember that old star wars track. Goes something like:
turn turn turn turn de turn turn turn
turn turn turn turn de turn turn turn
Re: Sixteen game on the multiplayer slow game server
I think it was
turn turn turn turn de turn turn de turn
PS: it was full of flats and sharps (black keys in the piano).
turn turn turn turn de turn turn de turn
PS: it was full of flats and sharps (black keys in the piano).
Re: Sixteen game on the multiplayer slow game server
LienRag, is this the first time you play with Sly?
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- Space Floater
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Re: Sixteen game on the multiplayer slow game server
Growth is borked in this game. I have systems with "Adequate" habitability that haven't reached half of the target population in 20-30 turns. The change is ~0.15 per turn. My spieces doesn't have any malus on that....
Re: Sixteen game on the multiplayer slow game server
I think growth has been (unintentionally?) halved.danyspin97 wrote: ↑Tue Jun 01, 2021 1:43 pm Growth is borked in this game. I have systems with "Adequate" habitability that haven't reached half of the target population in 20-30 turns. The change is ~0.15 per turn. My spieces doesn't have any malus on that....
The increase per turn general formula hasn't been changed in years. It is:
Pop * [[GROWTH_RATE_FACTOR]] * (TargetPop + 1 - Pop)
Standard GROWTH_RATE_FACTOR is (as per our game version) 0.005, 0.0075 with the growth policy, 0.0 with the no_growth policy.
The factor pre-influence (v0.4.9) was 0.01.
Re: Sixteen game on the multiplayer slow game server
Regardless, I found weird that you outposted GGs out of supply, instead of directly colonizing them, knowing as you should that Sly are horrible at supply plus that outposts doesn't have any boost to stealth so you can't rely on them to supply planets close to enemies.
First detection tech and the Active Scanning policy.
- Geoff the Medio
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Re: Sixteen game on the multiplayer slow game server
Yes, but you can adopt the Population policy to boost growth back to [edit]closer to[/edit] what it was. You know, with all those spare social policy slots you can't find anything to put in...Oberlus wrote: ↑Tue Jun 01, 2021 2:16 pmI think growth has been (unintentionally?) halved.
The increase per turn general formula hasn't been changed in years. It is:
Pop * [[GROWTH_RATE_FACTOR]] * (TargetPop + 1 - Pop)
Standard GROWTH_RATE_FACTOR is (as per our game version) 0.005, 0.0075 with the growth policy, 0.0 with the no_growth policy.
The factor pre-influence (v0.4.9) was 0.01.
Re: Sixteen game on the multiplayer slow game server
Not the way it was. It was 0.0100. With POPULATION you get +50% of 0.0050, so up to 0.0075, which is still 25% slower.Geoff the Medio wrote: ↑Tue Jun 01, 2021 4:32 pmYes, but you can adopt the Population policy to boost growth back to what it was.Oberlus wrote: ↑Tue Jun 01, 2021 2:16 pmI think growth has been (unintentionally?) halved.
The increase per turn general formula hasn't been changed in years. It is:
Pop * [[GROWTH_RATE_FACTOR]] * (TargetPop + 1 - Pop)
Standard GROWTH_RATE_FACTOR is (as per our game version) 0.005, 0.0075 with the growth policy, 0.0 with the no_growth policy.
The factor pre-influence (v0.4.9) was 0.01.
I'm not complaining, I think it suites the new pace.
Re: Sixteen game on the multiplayer slow game server
While some of it was strange ( like the 2 stranded GG outposts) I actually think supply connected Sly is viable if you have a couple of conveniently positioned tiny/small planets or capture a native. It just means you need actual military defenses. I do think you got greedy and overstretched there, when you build outposts too close to other peoples supply you are building a highway back to your homeworld.Oberlus wrote: ↑Tue Jun 01, 2021 4:29 pmRegardless, I found weird that you outposted GGs out of supply, instead of directly colonizing them, knowing as you should that Sly are horrible at supply plus that outposts doesn't have any boost to stealth so you can't rely on them to supply planets close to enemies.
First detection tech and the Active Scanning policy.
Well, we'll see how it turns out, plenty of game still.
Re: Sixteen game on the multiplayer slow game server
I agree, that's viable. But as you say, not if you get greedy. Anyways, I prefer going distributed hidden
Sly, with his high stealth and stockpile, the usual abundance of GGs scattered around, and their bad pilots, can do nice going the stealth route and completely skipping military for faster early growth. A couple of outposts? sure, not only close to your HW and far from enemies supply lines. Close to enemies, stealth colony ships only, so that they can't capture anything.
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- Space Floater
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- Joined: Wed Apr 08, 2020 11:22 am
Re: Sixteen game on the multiplayer slow game server
I have too many economic slots but not enough social...Geoff the Medio wrote: ↑Tue Jun 01, 2021 4:32 pm You know, with all those spare social policy slots you can't find anything to put in...
Re: Sixteen game on the multiplayer slow game server
It's hard to tell when Geoff tells a joke, uh?danyspin97 wrote: ↑Tue Jun 01, 2021 6:27 pmI have too many economic slots but not enough social...Geoff the Medio wrote: ↑Tue Jun 01, 2021 4:32 pm You know, with all those spare social policy slots you can't find anything to put in...
Re: Sixteen game on the multiplayer slow game server
I didn't expect to find a Galaxy that crowded, I thought we were pursuing the principle of having a bigger Galaxy each time in order to see what the server could handle.Oberlus wrote: ↑Tue Jun 01, 2021 5:57 pmI agree, that's viable. But as you say, not if you get greedy. Anyways, I prefer going distributed hidden
Sly, with his high stealth and stockpile, the usual abundance of GGs scattered around, and their bad pilots, can do nice going the stealth route and completely skipping military for faster early growth. A couple of outposts? sure, not only close to your HW and far from enemies supply lines. Close to enemies, stealth colony ships only, so that they can't capture anything.
Also without the Propaganda Broadcast bug, expansion would have been much slower for everybody, that added to my miscalculations (I piled a lot of Influence early to the detriment of expansion, which got finally useless since everybody's floating in Influence).
Remember too that the -10 stability bonus to disconnected planets makes playing the stealthy way nearly impossible.
And I'm a bit stubborn and tend to not revise strategies quickly enough when they prove inappropriate for the situation.
If I keep making stupid military mistakes, that's not guaranteed (at least for me).