Add my signature to the petition. I just don't like Spam
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[quote who="peregrine23" reply="44" id="3521457"] I think this is were I and some other differ from your vision of what ideology means. Instead of thinking of my civ as having a set ideology that I can "stay true" to or not, I see my civ's ideology as emerging during game-play through the ideology system. This is why I really like that there is no penalty between ideology trees in the current system. [/quote] I can see you point. </p
[quote who="Franco fx" reply="41" id="3521333"] Quoting charon2112, reply 35 I don't know. Deciding that an entire civilization is evil for a few months, then suddenly becomes good for a months, then back to evil because you see a nifty
[quote who="Casorian Emperor" reply="6" id="3520335"] I mostly go for practical and beneficent, so I can't comment on malevolent, but the Missionary building and Preparedness Centers only give you ideology points when you finish building them, not every turn as before. So they help some, but not as much as before. Or are there some other buildings deeper into the ideology trees that give you points every turn? [/quote] Its too easy to swap and change
I agree. I had hoped it would be more of a long term investment. Making choices whether it be colony events, UP voting, invasion events or what ever would push you in a certain direction. Imagine an 'ethics sphere' like the production sphere. 3 point representing the 3 ideologies. Choices you make would move you 'ethic pointer' towards one of the points, the further you move the more you unlock. Y
[quote who="DivineWrath" reply="3" id="3520114"] Well, my solution is to make starbases kinda like shipyards. [/quote] Yes to this!
[quote who="charon2112" reply="100" id="3479766"]I had no idea they could move, that's a pretty bad idea IMO. I'd prefer to see immoble SP's with weapon systems. An SP really shouldn't be mobile. Unless you tug it with some huge tug boat ship. But moving on their own makes in not really a port, but a huge ship. Maybe when you build them, you could choose the tile they end up in...? That might work. And with no weapons, what's to stop even the smallest shi
[quote who="parrottmath" reply="58" I do not see how giving the Drengin early weapons has any effect on whether one builds ships on planet versus at a shipyard. Basically one will lead to Drengin fleet camping until the planetary assualt is researched, but there would be little counter to the massive fleet that they can amass in the time you research enough to counter that fleet. Basically it is still a loss of the game in either case. But I wanted to know if there was a diff
[quote who="trumpeter87" reply="45" id="3476988"]I agree that starports in space changes the dynamics of the game. But instead of adding weapons to starports to provide innate defense (which I don't think will solve the problem), I'm suggesting that there are other better solutions--such as shortening the initial range of military ships.[/quote] I don't agree with nerfing the initial range for military ships. That's like putting the Drengin on a leash!</
[quote who="trumpeter87" reply="41" id="3476960"]I agree with you, overall. I think the vulnerability is in light of the Drengin beginning with military tech, which is why I used them as an example. But as I've also mentioned, other civs are only a few turns behind the Drengin if they pursue military right away. The original post is about adding defense to starports due to their vulnerability, and I agree that it isn't necessary since ships can already defend them.
Will the initial shipyard come with any defence to stop a possible exploit. Rush constructor, build shipyard. Rush cheap ship with attack Park outside AI home planet and destroy any constructor that gets built. No shipyard, no ships.
If you don't remember such a post, then I must be imagining it [e digicons]:grin:[/e]
IIRC Frogboy said he didn't like the way Galci2 improvements got more expensive to build, and would like to change it. (I can't remember where I read this. Gaunathor?)
"Drengin toilets unclogged." Especially looking forward to this!
[quote who="parrottmath" reply="46" id="3454325"] The fixed rate, is not a bad idea. There are only so many supply ships that can travel to the shipyard at a time. Thus, I suggest that upgrades to the shipyard, yield higher rates of production. The radius may also increase which implies it can gain bonuses from other planets falling into its domain of influence. This forces strategic placement of the shipyards. Tuning up all production to a planet will still give a bonus to t
[quote who="EvilMaxWar" reply="42" id="3454314"] I think the whole Fixed rate shipyard production to avoid having a 4th slider defeats the point of the dual queue system. Without a global control to direct them on a empire wide level, dual queue does not seem even half as interesting to me.[/quote] You sound defeated, I may be wrong I still love your idea. It just need fleshing out. Lets brain storm!!! </
[quote who="parrottmath" reply="41" id="3454298"] That sounds like a galactic achievement (or at least a civlization achievement). That is to say a only 1 may be built.[/quote] No, not an achievement. All races can build at least one per system As in Galciv2 you didn't have to build any star bases to achieve victory, but if you did .... Galciv3 has only one construction queue at present. We don't kno
[quote who="EvilMaxWar" reply="36" id="3454263"] I am all for a better idea but have not found it so far. I tried to think about a way to incorporate this into the production wheel but seriously It seems to be a deadend. The wheel is pretty much hard limited to 3 options. Even if you turn into a square with 4 options. When you think about it for a minute you see that it would not work. [/quote] The more I think ab
I would rather your actions dictate what choices were available to you. I don't like the idea that you could purchase a tech from the good tree when your a genocidal nutter. Your decisions during planet colonisation, your actions towards other civs etc. would effect your 'Ethic Swing' (Think venn diagrams) In Galciv2 you could pick all the Evil choices because of bonuses and then just purchase the alignment of
[quote who="EvilMaxWar" reply="26" id="3454114"] [/quote] I absolutely love this idea. It makes sense to pool resources. The only issue I have is the fourth slider. Some bright spark needs to come up with a way to make it work without the extra slider.
It kind of feels flat, like they just changed the names from good, neutral, evil. You can still pick evil choices to get the planetary bonus, but then pick good to get the empire wide bonus. I imagined it would be more like you actions through planetary choices and diplomacy choices would swing your empire in a certain direction(s). This direction would dictate which options were available to you. Only taking a morally different approac
Download 100% Installing..... all up and running!!
[quote who="sulley1" reply="113" id="3451181"] Is this a laptop or desktop? Desktop right? The only thing that might need an upgrade is the ram. [/quote] It's a desktop. I had a choice of 16GB ram and a 2MB 760 GFX card or 8GB ram and a 4GB 770 GFX card to max out my budget. I chose the latter, I figured it would be easier to upgrade the ram latter. I'm not reall
Time zone GMT + 0 After 30th March GMT + 1 Available 20.00h - ? most days.
I don't usually play online, but I am eager to try this. (I think I am pretty good at strategy games, but will more likely get owned) Are there many players from the UK?