The trick is to just build farms. Farms are vastly more powerful than any other building if you don't have the planetary wheel. No only do they give their full benefit regardless of the wheel position, but they're also more powerful than any industrial building until you have 3-4 of them, too. Let's say you have a pop 10 planet on 50-25-25 global wheel. It has 5 manu, 2.5 research and 2.5 econ. Adding 1 T1 factor
naselus
[quote who="Deathwynd" reply="9" id="3586347"] So has anyone considered overhauling the production system to use buildings instead of pop? It would be alot of work but we could turn off pop = prod entirely and convert buildings from +% to +points. Thoughts? [/quote] Wouldn't take long to actually do, and yes, I'm now seriously considering it; Paul just confirmed that: a) there's no major change to the ec
[quote who="Annekynn" reply="330" id="3586179"] Ive seen this "bug" since at least 1.2. I thought it was some feature that was added. Found it a bit annoying that I had no way of having planets tell me when construction of all project was done as the N/A project was always there and unremovable.... [/quote] I suspect it's from the colony capital upgrades being listed as 'special' placements. Will try fiddling with them.
[quote who="BuckGodot" reply="7" id="3586335"] Anyway, that was my hope. Doesn't mean that is what I EXPECT. [e digicons]:P[/e] What I expect to happen is something will be made that is almost, but not quite, usable, and with some VERY glaring flaws. Then whatever this new system is will be refined and tuned over the next couple of patches. This is a pretty radical change, whether SD realizes it or not (and I suspect they don't if they mostly use
[quote who="OsirisDawn" reply="7" id="3586294"] @4. Stop exploiting edge cases and the game gets harder. Trying to break the game at every turn and then complaining that it is no fun is .... trollish. Most people seem to play the game at normal. There is to reason that the AI is good enough for them. [/quote] Except there's growing evidence that it [[i]isn't[/i] good enough for them. The tumbling player metacritic rating (now down to 6.6) has an awful lot o
[quote who="Simplicity123" reply="1" id="3586285"] The production wheel was nothing but a massive crutch that the AI could endlessly exploit and humans could not (without it becoming a terrible game). [/quote] Uh.... what? The AI can't use the wheel and never has been able to... and the proposed solution of locking the player out of using the wheel through the UI will have no effect on the AI whatsoever. Are you really familiar
[quote who="GhislainBlais" reply="17" id="3586268"] Would you mind explain me the "invasion range of about 16 tiles".[/quote] As far as we can tell, the range is measured from the present location of the transport - not the planets. So if the transport moves to a rally point within 9 tiles or so of an enemy planet, it will attack it. If it's more than 9 tiles away... well, it doesn't seem to do very much at all in that case. Thi
Yeah, that shouldn't be a big problem. The AI is scripted for big maps. Resource frequency shouldn't have a huge impact.
[quote who="Larsenex" reply="4" id="3586143"] Nass have you changed you mod in leiu of the fact we can no longer focus planets? [/quote] Not yet; my mod always remains current for the released patch, not the opt-ins. I'm basically going to re-implement the wheel if at all possible anyway. I also suspect I have a method to consistently get the AI to specialize planets properly in 1.3... depending on if that works, and whether 1.4 allows me to mod the whe
Is it only occuring on planets which have the colony capital upgraded?
I've encountered it in mine too now - it's not just you. Very odd.
Hmmm, it's nothing obvious. Can anyone else confirm the problem?
[quote who="sjaminei" reply="26" id="3586121"] We need more evil stuff to do. [/quote] And, indeed, more good and neutral stuff to do too. An ideology revamp to make the whole system less horribly dependent on colonization events would be nice; something which actually made my actions in the game matter. Killing colony ships should give evil points, as should blowing up planets; setting up trade routes should give neutral points (unless
Yeah, the income from trade is laughable, particularly when compared to the generally very generous output of market planets. It's not really a choice - the bulk of your cash must always come from a couple of market worlds, and trade and tourism are largely just very small increases. If it weren't for the (also very small) diplo benefit, I probably wouldn't bother to trade at all.
Interesting one. I'll take look tonight.
[quote who="Achronous" reply="58" id="3585922"] Oh, how come? [/quote] Adjacency is way OP, and a pretty major contributor to massive overproduction.
[quote who="wpkelley41" reply="7" id="3585915"] Next question: how do I find that file? [/quote] open up steam, right-click on the game, go to 'properties', find 'browse local files'. It's in the data/game folder.
[quote who="wpkelley41" reply="4" id="3585896"] Thank you Naselus. However, I have NEVER messed with the game. Do I need a special "hex reader," do I just open the file as I do to add a portrait? Thanks for the help. [/quote] You can open it with notepad.
It's probably a bit more than 16 tiles, but it's still very short ranged indeed. And I'm not sure if it has been changed for 1.3. Thankfully, it's easily fixed. In your galcivAIDefs.xml, find and change it to 256. There's a comment noting that it should be multiplied by map size... but this doesn't appear to have been added yet as of 1.2 (or if it has been, it doesn't seem to work). And do not go over 256
[quote quoting="post"] Questions: What would cause the huge power swings from one turn to another? [/quote] Bankruptcy. Bankruptcy is just about the only thing which pushes the AI's global settings around aggressively. Money production is, for some reason, hugely overrated in power score terms (while money on-hand isn't). So if they ran out of cash for maintenance, hit their spend-til-broke limit, and then had to go 100% econ for
[quote who="leiavoia" reply="85" id="3585663"] I'm only looking at the high-level design ideas. Distinguishing between two valid strategies, "Generic" vs "Specialized" planets, creates a more interesting game as opposed to "Specialized always wins". With the "Specialized always wins" strategy, the only way to play that game is to give more and more bonuses for stuff. This isn't a strategy option, it's just a race. Marigoldran already figured out that game. [/quote]</p
Not been doing much modding this weekend; the whole wheel debacle has somewhat gotten in the way. I'm aiming for a release next week, probably to reconcile the 1.3 changes when they go live. Not much in the way of extra goodies just yet (was thinking of changing up anomalies a bit, including giving out some ideology from them, and reducing the chance of colonization events).
[quote who="leiavoia" reply="83" id="3585649"] So basically: "diminishing returns" . That's actually a really good, simple, easy to implement idea. Balanced Planet : Better overall production across three fields Specialized Planet : Maximum production in one category, but lower overall output compared to Balanced.. <
[quote who="Frogboy" reply="7" id="3585145"] What we do want, however, is for players to eventually setup a vast federalized government that allows them to run their civilization very well but doesn't require them to set the actual local spending for a particular world. [/quote] I just want to focus in on this line. In particular, this bit: [quote]allows them to run their civilization very well but doesn't [b]require[/b] th