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EphemeralEternity
2013-08-21
  Happy News maybe.  

So while asking stephen to send me some things so i could see about making some changea, And like the usually story with stephen something got lost in translation. meaning he sent me the wrong thing. but the good news is it could work out to our favor.

I possibly hold in my hands a file when updated and sent to stephen to upload to GC would mean that Planets could be edited

Now don`t get to happy, I haven`t talked to stephen about this since did ask for something completely different, but i don`t see what problem he would planets updated at least this one time.

Apparently Comm and Industry mods do exist for planets, though that doesn`t mean they will work when edited, also i can edit the artifact dig modifiers for each planet. Also apparently i can edit the S class modifier for the planets too, but i`m very unsure of the values because they don`t make sense. so i `ll need to get some verification on things.

Also there could be the slightest chance we could create a few new planets maybe...

But what i would like to know is should update planets at all if they can be? if so perhaps we should have a council of experienced GC players get together and toss around values since altering some of these could screw up the balance in GC, though of course BW and i will reserve the right to final say over what happens because lets face it a similar c.4 with a 125% mod to agri could really really screw with the balance on GC

Edited by EphemeralEternity on 2013-08-21
EvilAbadayos
99+ day(s) ago
I had been pushing for these sort of changes for the past 3 years, hopefully they can be pushed through.

I did have a detailed 5 page document on my old computer with facts, figures, math and such for changing a few of the planet types for both income and digging results. The main issue I ended up running into was tax believe it or not. With how miners making so much and guard having tax as their only real income source (agri and ore income for high pr fighting is none-viable for long term stays unless you invest massive amounts of time/gordoes, in the region of thousands of gordos or days/weeks of ore mining).

I had u large having a bonus to industry, slightly reduced income for commercial from current and able to do agri but at a -95%, same with both gas (-90% agri...hydrocarbons and such are infact present in gas giants in small, relative, amounts) and barren (-95% too).

I had also proposed a project called astro hydroponics forallowing you to do farming on those above mentioned planets but I also thought, even though I did some math and such for it, it wasn`t even worth the bother.
EphemeralEternity
99+ day(s) ago
no one would buy cg`s beyond 5, because they`d be losing money beyond that, Cg production isn`t a bad income path now, it`s just far over shadowed by the instant cash made by going tax or the ease of mineral mining, if mineral mining was actually at least partially based off land things may be a bit different.

And tax miners are the most common tax empires on the game and yet they have very low demand for cg`s. just to put in perspective.

collectives only make 3% more with Cg`s
guards make 40% more
miners make 11% more
Terrans make 60% more
virals make 35% more

Also the lower the demand for goods the less goods are used in one turn so that means miners can gain a small income boost for a much longer period of time on 2 bil good than could a guard or terran.

so why is it that miners being the most common tax empires would benefit the least from Cg`s i think it would be worth lowering their over all tax mod significantly and making their demand for good very high.

The problem with making cg`s isn`t that it`s not lucrative, there`s just better options for miner and it can take quiet a few turns for cg`s to be used up for miners so they`re not buying them as often.

Edited by EphemeralEternity on 2013-08-24
LordaeroN
99+ day(s) ago
You`d need to increase production by quite a bit if you want to compare them to food. Then, naturally, prices of CGs will drop to 1 and nobody will be interested in going this econ path as it`ll be inferior once again. It`s not that easy to balance it out...unless CG`s market price limit can be increased, which it can`t right now as far as I know.
DellzG
99+ day(s) ago
I think it`s more in the line of making CG more linear with agriculture`s output. We can increase production to compensate for lower price cost.
ThEpAkIsTaNiEmPirE
99+ day(s) ago
That would just be so much fun :D. Cg could be used :D.
PistolPete
99+ day(s) ago
Problem with CG is that maximum sell price is 4.

Try to calculate how many tax empires it takes to keep a CG miner going with an income of 30mil/turn and i think it will reeveal what is really the problem.
DellzG
99+ day(s) ago
I think industry is highly undermined part of the market, it`s neither a viable or lucrative in comparison to tax or agriculture. Industry modifiers is a must i say, it will help with the raw material market as well.

If possible make CG as lucrative as agriculture will be a good start. More diversity on the market
Zapdos
99+ day(s) ago
:) why don`t just increase the agri modifiers of clusters... you have to know not everyone likes hoarding for planets
Zapdos
99+ day(s) ago
nerfing fertile would make fertile owners sad :( after the time they took to built their empire around fertiles, and incentive offer to restart with some goodies would be cool though
Slavyzz
99+ day(s) ago
I like pistolpetes idea a lot for adding incentives for having big clusters.
PistolPete
99+ day(s) ago
Its a good idea to modify the planets.

The most obviois thing would be to nerf the agri modifier on u.ferts a lot. This is really something that needs to be done.

But another benefit could be that c3`s could be improved a lot, giving bigger incentives to go unexplorable.
{DrKsT}GuArDiAn
99+ day(s) ago
I`m wondering if the file update could code how planets would receive and react to individual artifact usage on the planet in question. Would it be possible to render gordos ineffective this way?
DraconianParadise
99+ day(s) ago
I need to make more food because Lordy is a fat pie !
LordaeroN
99+ day(s) ago
The collective and agri viral changes must happen if it`s possible, one way or another. Comm Virals don`t deserve any significant mod buffs imho since they don`t affect the market and it doesn`t affect them, which in itself is the price for being market independent, even though their income is laughable. Just a slight increase would be enough so that they don`t fall behind agri virals too much, given changes to c1-3 are implemented successfully.

@CamoWildcat, that`s beyond silly. We`re all struggling with how broken gordos are, why promote explorable/gordo empires further with such planets ?

I think it might be a decent idea to add comm modifiers to c1-c3s, which will promote comm terrans a bit more, since the only decent income path they have so far is agri. Let`s face it, any comm terran that says otherwise is either a very old empire, or has a bigass gordoed HW/c2, or has way too much time on his hands.
DraconianParadise
99+ day(s) ago
Wolf I am an agri viral.. as EE said the income is beneficial but offset by us being unable to use normal clusters

That would be nice if Agri viral could use regular colonies.

Also a slight adjustment of the modifier I think we encourage more competition for income streams for virals

Also EE could you give me a 100k c-4 ?

Just thought I;d slip that in...

haha 8)
wolf359
99+ day(s) ago
just make clusters useful for collectives and I`ll be happy :)
LastCrusader
99+ day(s) ago
Agri viral.. really? Collectives already gotta compete with their counter parts aswell as Terrans, and Marauders ~_~ .. now virals too? ugh.. /sad face
Slavyzz
99+ day(s) ago
Well EE if I could use a stolen cluster for anything at all I`d be happy. But we only have one sustainable income path.
CamoWildcat
99+ day(s) ago
I would like to suggest a few additions to the U class of planets. If you can make new planets it would certainly be nice to see some new rare finds every once and again. Just throwing a few ideas out:

U. Heavy = great industry bonus

U. Capital = great commercial bonus

Also maybe you could toy with the idea of an ultra rare class of planet(s) rarer than U.`s.

Maybe:

X. Massive = much more land than a U class. However you would have to put a sort of limit on the number because then people would only go for them. So maybe that`s not the greatest idea.

I also concur with the stolen cluster argument if its plausible to change.
Zapdos
99+ day(s) ago
4. true agri virals should be promoted too :) a higher agri bonus for tainted planets

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