I would love to see wormholes/jump gates/etc. but more realistically I think a better method might be: Find wormhole but survey ship does not automatically use it simply jumping through the wormhole has a decent chance of destabilizing it (i.e. less than the current 100% chance) Build something over/around the wormhole to stabilize it up to a certain amount of logistics ships, anything above that just can't use it Make it one way a
Tetrasodium
[quote who="psychoak" reply="6" id="3520738"] The new one has great mechanics, combat wise, it's pretty piss poor on a strategic scale, basically because there isn't anything there. When you're sitting around with just the one base and can easily respond everywhere from it, you're nowhere near as deep into the muck as you were in the original game. Expanding out and not getting your ass kicked was a real challenge, actually protecting th
I think the wildcard of the added fluidity is a great thing for longer /larger games simply to help avoid stagnation. The Ai pretty much doesn't even consider influence flipping just yet... Or does so on an extremely rudimentary way, expect it to get better as beta progresses
agreed, it would also make alliances -more - important to maintain reasonably well for that reason.. :D
Maybe I've just been exceptionally unobservant, or the dotted lines just dont reflect it.. But it seems like there should be a resupply treaty type option, especially on larger maps where getting to a neighbor might take some work or specialized deep space probe type ships, but without the ability to travel to them with say... A warship fleet before the war ends, it makes simply offering support or maintaining relations difficult to care about simply because it doesn't much matter who
I'll agree that something definitely feels off with yor in the current build & think that the assembly changes are at least part of (if not -the-) keystone to it. It used to be that yor took some careful work to ignite the rocketpack, but the fast assembly means you just need to send out colony ships with 5-10mil pop to make the rocketpack ignite whenever you feel like igniting it once you have a couple tall built planets to launch from. Maybe if I knew what
I think this might explain why yor have just felt strange compared to the interesting balancing act w/ 0.61, I've been finding myself trying to figure out what my cap should be niew rgan a few times & scratching my head when I accidentally assemble too many. Add in the approval raising ideology structures and I've had more than a few hundred mil+ pop worlds at 100% approval in late age expansion early war. I'd been thinking it was another direction's source<
[quote who="Casorian Emperor" reply="7" id="3519533"] I want an easy way to see who has which ideology, and who is at war with whom. I am sure this will come some day, but sooner would be better than later. [/quote] I too would really like to see the things that the OP mentions as well as an easy way to find out who is at war with who, I might want to influence things! The same goes for being influenced, a sign of a good ai when it comes t
[quote who="DivineWrath" reply="3" id="3518694"] Back in the GalCiv 2 original release, players would often design fancy ships, but then they would add advanced weapons to them. The fancy weapons added to the techs needed to unlock the ship in later games when they started over, so the cool ship designs would be unavailable until they researched the same techs needed to build the originals. To solve this problem, players started saving fancy ship designs without any components, so the on
holy shit, how can I have only now discovered this? in the last 15(?) years, I've never not thought of Hiigara is burning when hearing adagio for strings, I can't wait to see it
What galaxy size/planet settings are you playing on? Without the ability to set tech tree speed (which I think should be a sliding thing that starts minor and grows as you rise through tech ages, a mere20% is nothing with enough planets and tech while its crippling early) immense w/tight clusters is just too easy to expand till you reach the edge/a neighbor. I spent a lot of time playing with different loose cluster settings recently, try immense with loose clusters common/commo
typingonphone . I too have not reached carriers yet (other ND life so far)
I know that its possible to give a component a ahipmovescsp multiplier. Would giving carrier modules say., a -50% shipmovescap(I'm not sure how they stack, but know min is 1/turn) help offset them with the resulting slowness/need for engines?
saw another thread about the get a class xx planet things the other day. you get a random class planet with a o pop of what is set in the ideollofydefs zml file . I remember the class 16 one is pop 10 class random
[quote] Malevolent & Pragmatic need a (slight) boost, Benevolent is just really too good to pass up. You moved my +10% research from Pragmatic to Benevolent and now it seems like its missing something. [/quote] Dont look at malevolent with the point of view from the galcivIi good/neutral races. No penalty for shared borders, double morale with one structure, hand yourself a massive stick dispersed across every planet... Etc. Those benefits don't sound so hot to
the ideology tree has a lot of influence modifying things
I too saw the glowing stars with immense & loose clusters. Potentially relevant hat I had a game w/ tight clusters, went to main menu> spiral>bleh>loose clusters.
near as I can tell, this is the relevant trait: OutreachTrait5 OutreachTrait5_Name OutreachTrait5_ShortDec OutreachTrait5_Dec Outreach5_Hot.png Outreach5_Disabled.png <Culture
[) could you imagine the yor with popular /quote A race that has average military units, average research rates, average trade capabilities, a diplomacy hit, an industry bonus, and unique population mechanics that allow them to fund it & the required huge but average stick of "go attack someone else fool" needed to offset the diplomacy hit with tourism revenues to a significant degree? Toss in the industrial capacity to cheaply play kingmaker/arms dealer to useful nobo
Different races are able to leverage tourism to different degrees... B Biological races have planet quality and growth rates to factor in & a decision on if they want to devote the tiles to population++ atop tourism to get it to a significant degree. Synthetic races like the yor by contrast... 20mil yor on a class3 world?... Abwsolutely, they work differently than non-synthetic races& can use tourism to generate income
I just hope that there are more merciless options for colonization events. in 0.61, the options for benevolent/pragmatic are usually a tossup as to which is better while the merciless is usually in the kick the dog end of the scale with no real benefit compared to the opportunity costs of not choosing the others... but there is really no EvilInc, horrifying AboveGoodAndEvil , <a href="http://tvtropes.org/pmwik
nice, it should be especially interesting to see Ai start using freighters and play on the arger mwp sizes. The ssemble x yor change sounds nice as well.
I came across an article http://arstechnica.com/gaming/2015/01/mario-teaches-feelings-how-an-ai-team-added-emotion-to-old-school-games/ about a group of reaearcherswho made a custom Mario game here Mario learns to improve his skills based on trial & error over time top simply how the game world works .the article made me wonder if a certain level of this could
[quote who="erischild" reply="3" id="3517315"] I think you should only be allowed to build tourist improvements on tiles that give tourist bonuses. That would limit tourism. [/quote] uhhh... Why? •Trade income is dependant on not having freighters blown up. • economic income in stronly influenced by population and such... Murder planetary pop to thwart it •Tourism is tied to population of the world (like many other thi
on vacations I've been to • a factory • a distillery - a cast iron casting facility (pretty cool). • numerous beaches, ponds, lakes, mountains, forests, etc. • a brewery • various theme parks • a recycling plant • various restaurants frequented by locals. • Various Government buildings • Various historical sites • etcetera!