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One way of bringing Sid Meier to GL! Yea!

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Fri Mar 18, 2011 4:41 am
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"Oligarchy: +15% to planetary production, planetary production timer increased by 15 minutes."

IS HORRIBLE! No one in their right mind would take this "Bonus" as it COMPLETELY and TOTALLY acts as a NEGATIVE EFFECT for Planet Production!

You get 15% more minerals, but it takes 25% LONGER to get them!

For Example:

Without Oligarchy "Buff", a base 1000 RP/ 1 Hour is 8,000 RP in 8 Hours!
WITH Oligarchy "Buff", an enhanced 1150 RP / 1.25 Hours is 7360 RP in 8 Hours! You LOSE 670 RP!

Here's a better suggestion:

25% to all planetary production, -20% to planetary Cloak

(Rationalization: Planets producing more are more likely to be found, due to increased shipping needed.)

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Fri Mar 18, 2011 6:38 am
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only 2 or 3 of my planets have cloak, the rest have 0 cloak

personnaly i think cloak is a VERY poor way of defending your planet

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Fri Mar 18, 2011 7:33 am
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Commonwealth <TK> wrote:
only 2 or 3 of my planets have cloak, the rest have 0 cloak

personnaly i think cloak is a VERY poor way of defending your planet



On one thing we can agree.. cloaking sucks gonads..

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Fri Mar 18, 2011 7:47 am
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I'm pretty sure Dan is smart enough to make all of the options at least somewhat appealing. I'm pretty sure all the high level legions will take whatever gives the best artifact bonus and lower levels will take whatever has the biggest research bonus. A mineral bonus might be appealing to higher levels. The pacifist option leaves a lot of questions specifically if it will apply to planets and if multi-legions will exploit that to use temporal flux orbs. I'm guessing that will either be a huge issue with people playing the hokey pokey to get infinite fluxes or it won't be implemented and the pacifist option will be generally pointless. There's a fair chance that the update, or at least certain governments, won't even use just production mechanisms.

I think with a big enough bonus that cloaking might become more worthwhile. If you can get 5000 with 6 or 7 slots at the higher research tiers that would be nice. It would probably make more sense to make all of the cloaking buildings smaller, but not all 2 spaces necasarily, and have a form of government that would make what it even more feasible when compared to conventional defense.

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Fri Mar 18, 2011 7:54 am
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"shadow government"
there could be a better, more accurate name: secret government, discreet empire, secret empire, shadow hand, plutocracy (innacurate)

+1000 passive cloak (2000 with legion bonus) to all planets under the government and +50% effectiveness of cloaking structures

I think that if there were a government that gave a cloaking bonus that it would have to include a flat bonus to be worth anything to the lower levels who are routinely robbed of any valuable planet. I think all the lower levels will go with whatever provides research with how it is. doubling or even quadrupling cloaking wouldn't mean much if you are on the lower tiers of cloak research. The cloak research tree is VERY hard to get through compared to the others. For lower levels, anybody that can take your planet will have no problem scanning it how it is.

Realistically, cloak should be reworked from the ground up so that 1 cloaking structure has 1/3 the power of 5 equivalent tiered scanners with buffs. A flat addition on top of all of them to buff the lower end would be more fair to the lower levels. 3 cloaking structures (18 spots for me) should give you a a good chance (80-100%) of your planet not being found by someone with equivalent scanning. If it were at least made somewhat feasible without bonuses people would use it. The "shadow government's" numbers could pretty easily be reworked if cloaking without bonuses (aside from the legion bonus) were made more feasible.

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Fri Mar 18, 2011 8:33 am
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Ok I like these Government setups and the Star Base idea.

Would we be able to build attack , defense and hull to the Base with our complex tech parts and if so would that add to each ships stats in the legion ?

We also have Exotic matter and energy.

Are these going to be a factor in building the Star base ? If so each individual would have to contribute " X " amount to help build it.

I would like to see all of these factors integrated in building the Base so it could give us more options down the road to add to the Base and in turn add to our ship bonuses possibly.

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Tue Mar 22, 2011 5:00 pm
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Xx Blitz xX wrote:
We also have Exotic matter and energy.

Are these going to be a factor in building the Star base ? If so each individual would have to contribute " X " amount to help build it.


Yes. Both a factor in constructing the base, as well as upgrading it.


Tue Mar 22, 2011 5:15 pm
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SpoonyJank wrote:
I think with a big enough bonus that cloaking might become more worthwhile. If you can get 5000 with 6 or 7 slots at the higher research tiers that would be nice. It would probably make more sense to make all of the cloaking buildings smaller, but not all 2 spaces necasarily, and have a form of government that would make what it even more feasible when compared to conventional defense.


Ok why not have Satellites be satellites that float over a planet in orbit and take up no spaces on the planet as it does in real life ?
We would have more spaces for production on each planet.

I personally put 3 anti tachyon satellites on each planet with high def in my opinion. Not enough as I would like though. It would be really nice to free up that space on my planets to add some more defense and get more production.

A good trade off would be to pay more minerals and some credits to launch each satellite in orbit and take off some of the cost of building them in both credits and minerals.

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Wed Mar 23, 2011 5:38 am
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after the defence structures were upgraded, cloaking went all useless. with the maximum scan of ships these days and the size of cloak structures. its impossible to cloak a planet 100% unless you build an all out cloak structure and lose every production and defence structure.

69 space for a very massive planet

7 space for 800 cloak structures

9 cloak structures with 800 cloak each = 7200 x2 (legion defence) thats the only way to effectively cloak a planet. Which makes the planet really worthless.

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Thu Mar 24, 2011 5:46 am
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Remric wrote:
after the defence structures were upgraded, cloaking went all useless. with the maximum scan of ships these days and the size of cloak structures. its impossible to cloak a planet 100% unless you build an all out cloak structure and lose every production and defence structure.

69 space for a very massive planet

7 space for 800 cloak structures

9 cloak structures with 800 cloak each = 7200 x2 (legion defence) thats the only way to effectively cloak a planet. Which makes the planet really worthless.



agree +10 dan must reduce the cloak structures down to 2 , dunno why there size increases

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Thu Mar 24, 2011 7:17 am
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Xx Blitz xX wrote:
Ok I like these Government setups and the Star Base idea.

Would we be able to build attack , defense and hull to the Base with our complex tech parts and if so would that add to each ships stats in the legion ?

We also have Exotic matter and energy.

Are these going to be a factor in building the Star base ? If so each individual would have to contribute " X " amount to help build it.

I would like to see all of these factors integrated in building the Base so it could give us more options down the road to add to the Base and in turn add to our ship bonuses possibly.


You might change your tune if you knew that you get less exotic matter as you level... after some certain point that plenty of people have surpassed. I wouldn't really want to screw around friending a bunch of low ranking people bartering for negligible amounts of exotic matter.

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Last edited by SpoonyJank on Thu Mar 24, 2011 7:40 am, edited 1 time in total.



Thu Mar 24, 2011 7:27 am
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honestly, i dont see why bases just cant be built with incredible amounts of minerals and credits, same as ships. only the top 50 can really amass the amounts of required exotic matter and complex tech that would be needed to build the base. make it available to everyone and just stick to the basics.

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Thu Mar 24, 2011 7:32 am
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Not entirely sure that cloaks are useless. I still have cloaks on important planets and they haven't been detected at all since last summer and still didn't get detected even with all upgrades of ships.. Remember, ships that could detect our cloaked planets easily are not many maybe less than 1% (Just a guess)? and we have vast number of owned planets so the odd of chance of finding our cloaked planets by those very same high scan ships are extremely slim.. The primary purpose of current design of the cloak is to to be well cloaked AGAINST peak average of ships' scan level. The whole point of cloak isn't to be 100% cloaked against ANY ships in the galaxy to be "invulnerable" because there should be some chance of finding planets no matter what. I think cloak design is reasonable. Defense/Attack structure is also reasonable because it can be easily shared to 50 members and those 50 members can coordinate the invasion to get the planet and 1 would go through most of the time while well cloaked planet requires JUST one ship to detect it by luck. Well cloaked planet with good defense/attack is a good defense for key planets so can have atk/def as insurance to keep the planet once detected.. I have over 2k cloak on very good planets and they never been detected for MONTHS even now.. I probe them once a week and still get "0".. So cloak system is working well. I do have over 4k (modified) defense/attack on those planets as well as 2nd line of protection because once it was detected and got attempted to be invaded. It would give me time to fortify it up and re-flux it and be happy that I kept the planet once detected..


What I would suggest to fix is the population. I would say that population is much more useless. Too large size for population structure that can easily be reduced in no time flat via artifacts. I chose defense/attack over any population structure for the purpose of invasion.. If population structure follows same size of attack/defense then it might be useful once again..

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Thu Mar 24, 2011 12:26 pm
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I agree that cloak should be significantly reduced. That a tachyon satellite takes up 3x as much space as a council base is ridiculous.

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Tue Mar 29, 2011 6:46 pm
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Dan, you said in update notes you are doing "Pacifist" but I didn't see anyone suggest what that is. I'm assuming it's just a "no PvP flag" for the legion ? Or is it also "no invasion / can't be invaded" (in which case it has some value for some play styles) ?

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Mon Apr 04, 2011 8:44 am
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BinaryMan wrote:
Dan, you said in update notes you are doing "Pacifist" but I didn't see anyone suggest what that is. I'm assuming it's just a "no PvP flag" for the legion ? Or is it also "no invasion / can't be invaded" (in which case it has some value for some play styles) ?


I'm thinking it might increase the amount of NAPs your Legion can have.


Mon Apr 04, 2011 1:02 pm
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If that be the case, I'd take a tangible bonus (resource, etc) instead. The legion base is supposed to allow increase of NAPs too.

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Mon Apr 04, 2011 5:03 pm
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Anarchy is only a government if you consider Atheism a religion.


Tue Apr 05, 2011 4:02 pm
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SteveMcBob wrote:
Anarchy is only a government if you consider Atheism a religion.


I don;t subscribe to any theism.

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Sun Jun 05, 2011 8:15 am
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