Mac2411

Mac2411

Joined Last seen Member # 2569658
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[quote who="Publius of NV" reply="96" id="3759472"] I'm not convinced the new system is as bad as it's being portrayed. In my first full game on 3.9, the Xraki surrendered to me (they were at war with The Measured) when they were down to their last two planets, out of 22 when the war started. The rest of the wars were with me. The Measured surrendered to me when they were down to their last two planets, out of over 50 when the war started. The Scryve then surrendered to

108 Replies 603,453 Views

I noticed that after researching Xeno Archaeology (or whichever is the first level in that tech line that is supposed to increase the bonuses to extreme precursor worlds) the raw production bonus reduced from +5 to +3, which is the opposite effect I would expect from a tech that is supposed to increase bonuses. Is this is a bug or a misprint or intended? I would think that the bonus would at least stay the same and not reduce based on a tech that supposedly increases bonu

3 Replies 49,327 Views

[quote who="dlapine1" reply="86" id="3759331"] Please correct me if I'm wrong, but can't you just disable surrenders in the options to avoid the wholesale planet destruction? Takes a little longer to finish conquering them, but not much, especially with influence stacking as planets fall. This is only an issue if you have surrenders enabled, no? [/quote] That's correct, and that's what I'm doing now because the new surrender mechanic is so terrible. But, I would rather

108 Replies 603,453 Views

[quote who="AChallenge" reply="65" id="3758972"] I think the scorched earth idea is not a good one. To badly amend some famous words... The Empire has fallen: "we will fight them in the asteroids; we will fight them on the moons; we will fight them in the colonies. We will never surrender. I can see a small percentage of colonies committing suicide, but others will choose to not surrender and fight on. A small c

108 Replies 603,453 Views

[quote who="mrblondini" reply="51" id="3758922"] I think it's sensible that a surrendering civilization wouldn't want their enemies access to a pristine Class 17 planet. They're not surrendering because they want their enemies to prosper, after all. It's not without historical context - that The Defeated Party killed themselves rather than surrender (Jonestown, etc). But in game-world and so it's a bit more fun: Other than a toggle switch, which of couse thrills the "

108 Replies 603,453 Views

[quote who="Gauntlet03" reply="53" id="3758926"] Quick thought... I remember a small risk like game... where territories (planets) when surrendered, only about 50% went to you, and there was a high chance that many territories became independent or joined nearby other factions. A somewhat random result of a surrender on a per-planet basis, might be a lot of fun. Proximity/Influence should of course matter. So a empire surrendering to you that is very far away, may only give yo

108 Replies 603,453 Views

[quote who="Ynglaur" reply="48" id="3758905"] When surrendering, the AI destroys worlds now? Does that mean "abandon" or does it mean "the planets are gone and it's a wasteland?"? If the latter, it makes things a lot more boring. I don't want to destroy other empires, I want to conquer them. [/quote] The entire population and all improvements are annihilated and the planet rendered an uninhabitable wasteland. For game purposes it is another dead world

108 Replies 603,453 Views

[quote who="Gauntlet03" reply="45" id="3758872"] "Sensors/etc. is yet another element that could be handled better if Influence and Borders were two different things. Hard borders created by your planets and assets that don't continually expand, could certainly have "free vision" without causing nearly so much disruption. Influence can truly become massive. There are other issues with "Influence as a border" that are discussed elsewhere at great length. </

108 Replies 603,453 Views

I despise the new surrender mechanic and don't really care for the new fog of war mechanic either. Both take away from the game in ways that fundamentally change it for the worse. Why on earth (or Drengi if that's how you roll) would a surrendering empire not only destroy all of its colonies, but completely render the planets uninhabitable for any future colonization? But leaving in-game realism aside (this is

108 Replies 603,453 Views

I am seeing all of the puzzling pathfinding issues noted above plus I've noticed that citizen transports frequently become lost of the transfer planet is too far away from the homeworld. This results in having to transfer them to a closer planet and then change them to another planet before they reach it. That process is repeated until they get to the target planet. It's a pain and didn't used to occur in my experience. The result of all of these pathfinding issues is

26 Replies 246,192 Views

Okay, I figured out the tourism "issue" in 3.7 Retribution I noted above. One must have more than three tourism buildings on one planet (because each tourism building accounts for a 1% increase in tourism) to overcome the -3% penalty. Because tourism is calculated on a per planet basis each planet must generate at least more than 3% tourism for that planet to generate any tourism income. This effectively means that for a race with the unpopular trait set to -3% (like mine) o

25 Replies 217,648 Views

Not complaining about this (I was and am a proponent of nerfing tourism), but just trying to figure things out so I can adjust strategy appropriately. I'm playing a custom raced with popularity stats at their lowest (-3% tourism). I've now built every tourism improvement but the Rest. of Eternity and still have zero tourism income. I noticed I wasn't getting any tourism income early in the game after building Paxton's Emporium and not getting the usual boost. That was

25 Replies 217,648 Views

[quote who="DivineWrath" reply="61" id="3746022"] Some feedback. I've been using fleets of tiny ships for a long while now. I don't have much incentive to go bigger. Tiny hulls give me the most weapons per point of logistics, and they have no maintenance. I really am not getting the incentive to go big like I did in GalCiv 2. I'm not getting that much more space each time I go up a hull size, and many ship components get bigger the larger the ship hull is. In fact,

71 Replies 311,785 Views

Tourism has gone back to being way overpowered. Even with my custom race which has the maximum income and popularity penalties (the latter affects tourism), it's still no challenge whatsoever to max out my treasury . No entrepreneurs or other economic buildings required. Just build a few consulates and watch the money flow in. It's been a problem for awhile that tourism is overpowered, but Stardock had gone a long ways towards fixing it by limiting tourism improvements

71 Replies 311,785 Views

[quote who="Gauntlet03" reply="1091" id="3712376"] No it isn't intentional... I'm all ears for suggestions on balancing them out. [/quote] Perhaps drop some of the negatives that are associated with the egalitarian choices. Nearly every one of them carries with it some negative trait, such as a hit to morale for example. There is also a curious issue with the mercenaries only using mass driver weapons despite having other weapons installed

1,416 Replies 4,494,427 Views

I've played GRM for a bit at this point. One criticism I have is that the "egalitarian" ideology choices seem decidedly inferior to all other ideologies and the "survivalism" choice is clearly superior to the other two. Is that intentional? It turns the base Intrigue and Crusade models on their head. In the base game the malevolent (survivalism using your name choice) is intended to be the least favorable but the picks that give one the points are usually superior to t

1,416 Replies 4,494,427 Views