- Aug 27, 2020
The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
I was posting several suggestions about this xDFound a video.
The problem isn't with the districts - the problem is with the extremely simplified economy that is core to the strategy. I mean, it's never made sense that empires can transform the T3 resource of research into a T2 resource. How do they perform their experiments without consumer goods like lab equipment?
Did you even read their post? The Nerf's are specifically for shattered ring. Also you have the sliders to pretty much change pop growth to before 3.0X.We already have a problem with ringworlds never being fully populated with pop cap and Paradox is going to nerf them more?
It’s a really puzzling decision to put it mildly.
The dev diary didn't propose any nerf to endgame ringworlds as far as I could tell, just that in 2200 the Shattered Ring will be even more... shattered... than it is now, and it will take quite a lot of effort to restore even your initial segment to the level of a standard ringworld segment.
So far the devs have tried to nerf some of these special starts by putting in blockers, but as the blockers don't require anything special to clear, just some basic resources, in practice they've only been minor speedbumps at the most.
I cannot stress enough how sad Remnants makes me as an Origin. It is ostensibly a "flavor" Origin like the Gateway and Shoulder of Giants Origins, but all of the "lore" or "story bits" it has are tied to blocker descriptions, 1-3 dialogue boxes you get when you colonize your first few planets, and a planet reskin that doesn't do what literally every other relic world does. From a gamer's perspective, you get like 7 free techs at the cost of having to suffer tile blockers until you want to roll for a random tech, and your homeworld gets a discount on ecumenopolis construction, though it does not need an ascension perk.Like Remnants already is such a start, except you practicalla don't start on a relic world but a normal world that uses relic world graphics. The main difference to a normal planet start is that once you reach a certain tech level you can press a button to get an Ecumenopolis without the ascension perk.
And now alloy production and research don't even compete for building space. I don't think research districts are that big a deal any more since almost every colony is filled with research labs. An entirely foreseeable consequence of the industry districts.I just want to clarify that while the Shattered Ring start in particular allows an absurd tech rush that dwarfs all other players, "tech rushing" itself being bad is not necessarily an idea I think is good. I'm old enough to remember in Stellaris when there was such a thing as "Naked Corvettes", where for the cost of a high tech ship you got way more raw damage and survivability out of just spamming corvettes with nothing but the crappiest guns. I'm old enough to remember when there was a bunch of technologies you deliberately avoided picking up because they unlocked building upgrades that were useless since level 1 building spam beat upgrading the buildings (actually this problem is back).
Na, tech beating not tech is a fine world to live in. My bigger problem is that alternative things to focus your efforts on are, on their own merits, not worth investing in. Why invest effort in Unity when a finite income of it is all you ever need? Why invest in strategic resource harvesting or refining if you can just buy unlimited stacks of it from the market? The only thing that comes close to research in terms of economic importance is alloy production.
My current non-void dweller game is pulling ~40,000 monthly research per category currently at 2340. I'm into repeatables LX for armor and energy weapon damage.So are they nerfing void dweller since its pretty easy on your research habitats to build 6 Research districts giving you 18 scientist's + at least 1 research building giving you 20 scientist total. Each scientist puts out at least 27 research * 20 = 540.
You can repeat the above using 0 gas too and your only restricted by how many planet research deposits you find.
Your home system has room for 1 more so you get two total giving you around 1100 base research from your home system alone, again with out spending any gas
In 100 years how many of those do you think a good void dweller player can push out
My current non-void dweller game is pulling ~40,000 monthly research per category currently at 2340. I'm into repeatables LX for armor and energy weapon damage.
The post I quoted was talking about how many research habitats can be built in the first 100 years. My answer is it doesn't matter. Without them, I *only* break 100K monthly research total.Aren't the devs talking about early science and early tech rushing how is 2340 early????
By 2340 your origin start is meaningless, if your a good player and know how to expand.
holy... what's your pop number? what year? what's your ethics and civicsNo, 40K in 3 categories, >100K total.
I hope you guys also review the costs of T4 and T5 techs. I think T1 tech costs 2000 and you start with around 20/month, so 100x your monthly research. But T5 is around 70k and you have far more than 700 research/month by the time you're advancing into those cards. Shouldn't T5 tech cost 250k or more to account for the explosive research growth and modifiers? Especially since the default settings for midgame/endgame are still 2300/2400 for some reason, the assumption is players shouldn't be in repeatables during the midgame.You've got a base total research output of ~2k/month (according to the top bar) in the 2320s, that's somewhat reasonable. What we're talking about is having that much research in the 2220s.
Edit: Also I didn't realise we had fans in South Africa!
You've got a base total research output of ~2k/month (according to the top bar) in the 2320s, that's somewhat reasonable. What we're talking about is having that much research in the 2220s.
Edit: Also I didn't realise we had fans in South Africa!
How is that even possible? That requires 500 research jobs, and 1000 consumer goods monthly production