Working now, thanks!
Uncle_Joe
These look great but unfortunately I can't get the Cheap Colony Ship and Constructor Designs link to work. :/
FWIW, I've lowered the 'Total Manufacturing' on Colony Capitals from 5 to 2 and on the Civilization Capital from 10 to 5. This has made the early game decision making a bit more interesting since you don't always have that pool of production to get everything rolling so quickly. It always bothered me that you could send a minimal population to a colony (1 or 1.5) and still be able to get the basic buildings built in 2-3 turns anyways (also making 'Colonizer' a
Is it just me or does it seem that the techs that reduce the COST (not mass) of 'x' or 'y' component are pretty weak? I mean, 10% cheaper Shields? Or Beams? Really? As opposed to more accuracy or 20% less mass ? That seems like a total no-brainer IMO. Granted I'm playing with tech trading off so the decision is even more crucial but it seems like there is little reason for the cost decrease techs to even exist. MAYBE if they were 50% saving or 75% savings t
I added the defense bonuses. I'm not sure if they worked or not though. There is no UI display for the bonus that I can see. The game didn't error out though so maybe it's working as intended. ;) Thanks again for the assist!
I was about to ask about that modifier. I see it as +25% in my research breakdown but I've left everything on default (normal size map). Maybe it's some combination of map size and other settings?
Awesome. Thanks very much guys. I'll give it a try!
I'm trying to make hull choice a bit more interesting rather than 90% of the time, 'bigger is better'. I've already added some base speed to the smaller hulls and it's worked out really really well (the early game is more interesting and the AIs seem to do better since they tend to use the default slow small ships). But in addition I'd like to add a bit of a defensive bonus to the smaller hulls to keep them a bit more viable later in the game. Is that possible
[quote who="Sansloi37" reply="9" id="3561739"] Quoting Uncle_Joe, reply 7 ... - what precisely is this mechanic supposed to accomplish? So I guess I'm just not seeing the reason for the mechanic to exist. Perhaps it's simply a relic of a previous version of how the econ worked (ie, similar to 'Trade Goods' i
Yep, agreed. It's likely going to be a pretty small number overall (although it'll make more difference earlier than later) but that brings me back to my second question - what precisely is this mechanic supposed to accomplish? In the Civ4 designer's notes, there was a very good section about 'interesting decisions'. If something is always beneficial and you always have the option to do it, it shouldn't be an 'option' in the game - it should be by
OK, thanks all. So unfortunately it seems like another micromanagement need to optimize the colony output, eh? :/
Does anyone have any info on how Economic Stimulus (and the similar 'projects') work? It looks like if you just have them as the type item of the queue, you get a 10% bonus but you seem to have to allocate at least 1% to manufacturing to get the bonus. But it doesn't seem to matter if you put 1% or 50%, the bonus is the same. Is this correct? If so, what is this mechanic precisely supposed accomplish? Any ideas? Thanks!
Yes, I'm pretty pleased with the way it works now. The early sensor boats are expensive to quick-buy and they don't seem to have the same reach so they seem like a pretty good trade-off now. Later in the game, I still need a few around (usually one for each 'front') rather than just one to see the bulk of my territory.
Same experience here....the Yor consistently have 2x or more of the score of the next highest AIs.
FYI, I just tried this and it crashed to desktop when creating the map (with the current Steam build, no mods). Anyone else have any luck?