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Forum Index General Discussion Neutral updates are here

Neutral updates are here

Started by EphemeralEternity · 04/04/2016 · 02:55 AM · 168 replies · 1 read
E EphemeralEternityOP
First of all a big thanks goes out to BW for finding a very nice solution to integrating my new systems into GC this is the neutral updates i was talking about so long ago, E class was just a small part of this update. I`ve taken and made it so each neutral ship has an upkeep more in line with it`s racial ships, this will make balancing Econs for all races alot easier when we get to it this should also open up more fleet options for all races.

So first we have the 4 new E class ships This is the old E class thread for those of you who don`t know their stats.

Moving on Light corvette and Frigate have been removed from the game, LFD will be granted free upon restart no research needed and will remain unchanged for all races.

As you`ll notice the biggest change is Strafez, it has gotten a good deal more expensive for all, this will make UWing harder and more costly, it will also make it harder and more costly for those who like to fodder up to higher prs to research or dig and generally just avoid all the fun which i think we can all agree will bring more balance to the game runner has a cheaper upkeep to pr overall than fodder, but it`s also alot easier to kill.



Along with the above some research has been changed. the Light class researched has been swapped out for research concerning E class, Both fodder researches have been removed but fodder will be granted from creature research. we`ve also lowered the turn requirements on cluster research, some marauder ships and miner ships including G class lowered from 1,500 to 500 and Hun Li research has been lowered from 25,000 to 5,000 and Hun Xe research has been lowered from 25,000 to 2,500 turns further more BW came up with a way to augment turn requirements by servers. so then turn requirements for the research tree on ultra have been reduced by 15% fast 20% normal 30% and Slow 40%. Not none of these changes effect Infrastructure research


The Second Part of this is Fixing not only Viral upkeeps for captured and RE ships but we threw in collective as well so collectves don`t have destroy any ships they happen to capture for fear of crippling debt. also viral build cost is fixed







Everyone will have to click this link to update their shiplist Click here! Well any questions concerns comments or what ever you may have feel free to post in this thread

Edited by EphemeralEternity on 2016-04-04
E EphemeralEternityOP
yeah we know the manual won`t load up ships if you`re not logged in, Bw is trying to find a way to fix that
A Ankaar
Or just increase it for everyone. i think credits is alright. Food and CG`s probably ought to be increased - you run out of 2 bil so quick with even just a medium sized empire.

Ive suggested it before, but could we have an alert when you run out of food or are near running out? Could be as simple as the food box turning red when you drop below 100k or something
S SPARTAN240
@ BadWolf

I think changing the CAP on cash / food / good is a good idea but like the ships i think it should really depend on the race, or let it be players choice.... like 1 research project that lets you choose which one you would like to increase.
S SPARTAN240
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A americanministry
Sounds good, thanks for your hard work guys. Willing to give some test uws a try over the next few months and see how difficult it is.
BadWolf
We`ve already been kicking around the idea of increasing the cash cap, along with the food cap, and possibly the goods cap as well AM.
A americanministry
Certainly depends on your fleet and build order but if you think 10 trillion can do a uw now then at least let us have a higher max cash.. shouldn`t be abused because dinero do %
E EphemeralEternityOP
AM i tested your theory with a miner account that had no income what so ever and just a base planet and no levels of infra, it costed me 8.8 tril to build a miner UW fleet to 1.2bil without using anything but miners ships, and then i built one with 250 mil of each with fodder with the new upkeep and it costed 4.54 tril to build so i imagine if i had an income it would have been a bit cheaper. all in all not so bad i wouldn`t think for climbing to 1.2 bil pr

Ankaar we`ll try with NPC`s and see how that goes first if things still look bleak we might think about some limited exploration for Collective and Maru

Edited by EphemeralEternity on 2016-04-06
A Ankaar
I dont know that one scout for everyone is the way to go. I mean, since clearly same ships can and now do have different upkeeps, you could go that way if you so desired, but I kind of like them having different names haha. Kind of helps with the immersion aspect of the game.

But yeah, Id love it if they could explore, even if their exploration had a hard cap, like 10 planets or something. Dont need them to become an explorable race really, but definitely allow them to survive. There used to be a lot of guys down low to hit - not just to survive, but to grab planets from and stuff. Now not only is it pretty difficult to get started as either race, it can be downright difficult to survive, especially at startup.

I do think NPC`s will help a bit, will give targets that that hopefully give something thats not terrible. Still a small explore ability would be great. I wanted to go maru but just knowing that if I didnt fight for a few days Id likely be restarting my empire was super unappealing.
Z Zanarkand
It`s more of a survival thing. Ankaar suggested in an earlier thread that Collectives (and Marauders I believe) should have a scout to help keep the race alive. Now with these updates, it seems like a good time to bring it to the table.
E EphemeralEternityOP
Right you were Thesphere thanks, corrected.

Zanarkand, we could but why?
T TheSphere
Arag results on offense. Percentages are typed backwards.
Z Zanarkand
Hey EE, I have an idea. Why don`t we just make one scout used by all races and just remove the race specific ones?
E EphemeralEternityOP
Tech Tree reasearch has always been like that pete

Edited by EphemeralEternity on 2016-04-06
E EphemeralEternityOP
Well Omeg, the reason i don`t say people don`t test is because all i ever see are their educated opinions, they never bother to show finding or explain what bothers them about them, so i`ll lead by example showing Quasar vs miner since there seems to be some concern about miners ability to deal with it now this will be excluding Neutral ships of which there are at least 6 that will do nicely and i`m sure there are more including E class itself, (for example Nova on attacking at equal pr on aggressive and win vs Quasar

I will show the base minimum amount of pr in comparison to the defending ship needed in order to win vs the selected ships and the amount of colonies won at that point just because. The ship on the left is always the attacker and right the defender and keep in mind the pr per turn difference it`s important. Because as you notice most of the ships Quasar can beat from below also out build it by a good amount.

Quasar vs Miner ships Quasar builds at 24,120 pr a turn

Aragonite builds at 60,420 pr a turn and builds 2.5 times faster than quasar

Quasar vs Aragonite Careful 150% to win, wins 2
Quasar vs Aragonite Normal 111% to win, wins 3
Quasar vs Aragonite Aggressive 77% to win, wins 3

Aragonite vs Quasar Careful 67% to win, wins 3
Aragonite vs Quasar Normal 97% to win, wins 3
Aragonite vs Quasar Aggressive 149% to win, wins 2

Hoko builds at 69,615 pr a turn and builds 2.8 times faster than quasar

Quasar vs Hoko Careful 223% to win, wins 3
Quasar vs Hoko Normal 233% to win, wins 3
Quasar vs Hoko Aggressive 333% to win, wins 3

Kyro builds at 87,781 pr a turn and builds 3.6 times faster than quasar

Quasar vs Kyro Careful 153% to win, wins 2
Quasar vs Kyro Normal 122% to win, wins 2
Quasar vs Kyro Aggressive 92% to win, wins 3

Lictor Builds at 82,527 pr a turn and builds 3.4 times faster than quasar

Quasar vs Lictor Careful 111% to win, wins 2
Quasar vs Lictor Normal 86% to win, wins 3
Quasar vs Lictor Aggressive 63% to win, wins 3

Lictor vs Quasar Careful 92% to win, wins 2
Lictor vs Quasar Normal 124% to win, wins 3
Lictor vs Quasar Aggressive 183% to win, wins 3

Livid(r) builds at 50,052 pr a turn and builds 2 times faster than quasar

Quasar vs Livid(r) Careful 139% to win, wins 2
Quasar vs Livid(r) Normal 105% to win, wins 3
Quasar vs Livid(r) Aggressive 75% to win, wins 3

Livid(r) vs Quasar Careful 72% to win, wins 2
Livid(r)vs Quasar Normal 102% to win, wins 3
Livid(r) vs Quasar Aggressive 152% to win, wins 3


Sapphire builds at 52,872 pr a turn and builds 2.1 times faster than quasar

Quasar vs Sapphire Careful 273% to win, wins 3
Quasar vs Sapphire Normal 187% to win, wins 3
Quasar vs Sapphire Aggressive 124% to win, wins 3

Sapphire vs Quasar Careful 37% to win, wins 1
Sapphire vs Quasar Normal 57% to win, wins 2
Sapphire vs Quasar Aggressive 92% to win, wins 3

Calcite builds at 30,618 a turn and builds 1.26 times faster than quasar

Quasar vs Calcite Careful 146% to win, wins 2
Quasar vs Calcite Normal 114% to win, wins 3
Quasar vs Calcite Aggressive 85% to win, wins 3

Calcite vs Quasar Careful 69% to win, wins 1
Calcite vs Quasar Normal 94% to win, wins 3
Calcite vs Quasar Aggressive 135% to win, wins 3

Chlor builds at 26,496 pr a turn and builds 1.09 times faster than quasar

Quasar vs Chlor Careful 233% to win, wins 2
Quasar vs Chlor Normal 178% to win, wins 3
Quasar vs Chlor Aggressive 131% to win, wins 3

Chlor vs Quasar Careful 44% to win, wins 1
Chlor vs Quasar Normal 61% to win, wins 2
Chlor vs Quasar Aggressive 89% to win, wins 3

Chlorite builds at 27,192 pr a turn and builds 1.12 times faster than quasar

Quasar vs Chlorite Careful 82% to win, wins 2
Quasar vs Chlorite Normal 62% to win, wins 3
Quasar vs Chlorite Aggressive 40% to win, wins 3

Chlorite vs Quasar Careful 123% to win, wins 3
Chlorite vs Quasar Normal 171% to win, wins 3
Chlorite vs Quasar Aggressive 285% to win, wins 3

Epidote builds 26,208 at pr a turn and builds 1.08 times faster than quasar

Quasar vs Epidote Careful 138% to win, wins 2
Quasar vs Epidote Normal 101% to win, wins 3
Quasar vs Epidote Aggressive 70% to win, wins 3

Epidote vs Quasar Careful 73% to win, wins 2
Epidote vs Quasar Normal 106% to win, wins 3
Epidote vs Quasar Aggressive 165% to win, wins 3

Flysch builds at 65,709 pr a turn and builds 2.7 times faster than quasar

Quasar vs Flysch Careful 103% to win, wins 2
Quasar vs Flysch Normal 81% to win, wins 3
Quasar vs Flysch Aggressive 58% to win, wins 3

Flysch vs Quasar Careful 98% to win, wins 2
Flysch vs Quasar Normal 132% to win, wins 3
Flysch vs Quasar Aggressive 198% to win, wins 3

Lakko builds at 73,332 pr a turn and builds 3 times faster than quasar

Quasar vs Lakko Careful 260% to win, wins 3
Quasar vs Lakko Normal 181% to win, wins 3
Quasar vs Lakko Aggressive 121% to win, wins 1


Lyth builds at 75,100 pr a turn and builds 3.1 times faster than quasar

Quasar vs Lyth Careful 169% to win, wins 2
Quasar vs Lyth Normal 128% to win, wins 3
Quasar vs Lyth Aggressive 93% to win, wins 3

Lyth vs Quasar Careful 59% to win, wins 1
Lyth vs Quasar Normal 84% to win, wins 2
Lyth vs Quasar Aggressive 123% to win, wins 3

From what i see miners have more than enough options to deal with quasar even a few on aggressive like chlor and sapphire where Quasar should always win

Edited by EphemeralEternity on 2016-04-06

Edited by EphemeralEternity on 2016-04-06
S Souji
We should all take a chill pill
P PistolPete
I think the way you research has changed. In the past when you click research the the default view you get back to is 99turns in the text field next to the research button. But now when you click research this field contains the same number as you have just spend.

Personally i prefer that it says 99 turns, because it is a little more easy to be sure you spend all your turns when you click research.
A americanministry
I like the updates I`m just a miner so I`m obviously complaining about the nerfs. Also hoping to see some awesome objectives added to give the game more purpose. I have taken a couple of breaks, started in 2003, I find uws already to be way harder, and trust me I`ve done a lot of uws it has more to do with the guardians than the upkeep and build rates anyways so maybe one guards get their nerf stick uws can be a thing again.
O Omegian
Ren, hes not against the changes as he has said multiple times in this post. Hes been asking two questions, one was about UW`s and what is considered "attainable" in the eys of the admins as far as UW`s go.

Second is a little more to a point which you agreed with me about, but I guess I had to point it out a different way. Lastly, the reason why I worry about artifacts is because they are already abused by certain empires (negating gordos). Regardless of the new dig times, most people won`t want to technically attempt to "win" the game by blowing up their empire, most would idle, dig and research and gordo I guess. Now, I can be entirely wrong with this assessment, but even with the new UW rewards, people would rather brag about killing an UW and gloating over it regardless of it being a real or fake UW than achieve it themselves which I find troubling since that is considered true end game content.

Which brings me to my point, there are already multiple people on the 5 servers who arti hoard for one specific reason, if the UW is killable or someone is building up for one they will unleash artifacts that could technically break an empire more than it can recover regardless of how much cash, planning, allies help it could have. By digging now fair, the artifact wars will dictate how UW`s are performed and it is never going to be all about cash on hand or empire age anymore.
E Eroberer
everyone`s talking about `being here since X year` but looking at a lot of empire ages i just don`t see it. americanministry`s empire creation is 2015...one thing i keep seeing is a lot of the anti-progress people are newer empires. maybe the older players got a better understanding of the game than us newer ones.
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