[quote who="marigoldran" reply="7" id="3570840"] If you built anything else (with the possible exception of Hives or Gaia Vortex) YOU ARE PLAYING SUB OPTIMALLY. [/quote] This is true, but also intensely boring. It's very, very dull to play this way, and by the time you meet the AI you're basically way too powerful for them.
naselus
It's gonna be fun to see what happens when you run out of suckers :) The AI tends to run out of cash too by around turn 150, and burns it's reserves to around 200.
[quote who="Wer900" reply="63" id="3570768"] supported in their population by agricultural planets that ship food to urban centers.[/quote] I figured out a way to do this. You'd need to convert one of the existing Strategic Resources into a 'food' SR. Then you make farm buildings produce this instead of adding population. Then you add another building (housing) which consumes the food resource and adds population cap to the planet it&#
[quote who="louisc9" reply="2" id="3570766"] Are you talking about buildings on planets? [/quote] Yup. Buildings cost maintenance and require you spending production that could better be used on colony ships. [quote who="louisc9" reply="2" id="3570766"] 2) "Every planet should have 2 approval, 2 farms and at least 1 factory." Does this apply to the weak worlds with 2 or 3 tiles available? I have just been putting econ on
Anyone have any idea what the 'crew' stat on hulls does?
Don't waste time building a xeno farm first. Food is a hard limit on population, but doesn't directly impact growth. The growth buildings that do exist are so weak they're not worth buying. Focus your planets. On your homeworld, just spam factories. On the next planet, you can spam research buildings. You're aiming for 1 econ planet, 2 industry planets and 7 research worlds for every 10 in your empire. Focus very big planets on research, medium planets o
[quote who="Lavo_2" reply="76" id="3570598"] Both of those changes are pretty awesome. For the Hyperion Shrinker, might I recommend it being either reduced to 0.5% or 1%, or the effect being changed to being a minor logistics boost, via the logic that smaller modules are easier to haul around and lighter, thus easing the burden on logistic trains? [/quote] Have changed it to a flat +1 bonus mass point per level.
buying stuff costs 10 times as much as manufacturing it.
Depends on the roles assigned to the ships. Ship roles are actually very powerful. Depending on a ship's role, it will preferentially target other ship roles, so you can build escorts covered in defenses and they will tank the damage while lightly-armoured gunships pound the enemy unmolested.
For the next version, I'm removing the durantium cost from hulls and instead quadrupling maintenance. The AI doesn't seem to respect the effect, and it's a bit crippling on low-durantium maps. I've also removed the inherent growth bonus on techs which unlock growth bonus buildings, and I'm going to change the Hyperion buildings to give faction-wide bonuses and change the cheesier adjacency bonuses (no more quadrupling hull space with a level 27 hyperion shrinker).
[quote who="Lavo_2" reply="73" id="3570557"] This might be a crazy suggestion, but perhaps let military rings be added on in addition to any other single ring? Unless the changes are substantial, and they may very well be, military starbases have always seemed like an utter waste to me. [/quote] Already added :) SBs can have all rings now.
[quote who="linuxgurugamer" reply="71" id="3570527"] How will this mod work on normal-sized maps? I'm trying to decide between this mod and Vid's Better Wartime AI; I read in that thread that these two were incompatible. Is it possible to have two mods installed, but select which mod is active in a specific game? Thanks in advance [/quote] No idea how well this will work on normal; I'd imagine you&
[quote who="marigoldran" reply="69" id="3570463"] (Set all of the AI to expansionist. THEY'RE OUT EXPANDING ME ON SUICIDAL DIFFICULTY). [/quote] On suicidal, they get a big boost to production and a flat cash bonus... Oh, and I've not actually fixed their maintenance reduction on higher difficulties yet (they ought to get -50%). You're being beaten by the AI with one of its vanilla bonuses missing.
Updated to 0.6.
[quote who="marigoldran" reply="64" id="3570430"] Which raises a question: if I download a new mod version, will it apply to an old saved game?[/quote] Nope. Only the version of the mod which is active when the game is started. [quote who="marigoldran" reply="64" id="3570430"]There is a cheat called "resources" that removes ALL resource costs. Will that also apply to the AI if I use it for myself? [/quote] <p
how high did you manage to get it before it went fubar?
[quote who="marigoldran" reply="62" id="3570428"] Also, how do you remove the Durantium Cost of Large Hulled ships? The problem is I chose a map with virtually ZERO asteroids, and thus no Durantium. [/quote] Once the game's in progress you can't - that savegame will always have them.
100% research isn't that much by the time you get it, though - it's like 2 free research buildings on planets specialized for research.
[quote who="GalacticWino" reply="17" id="3570421"] Solution (duh): play other humans! I'm impressed with all the AI tweaking, game setting maniputlation, etc.... But, in the end, why waste so much time tweaking AI to act humanish? Who cares if the AI are better than their default setttings? As a data miner who is anxious to get his hands on real-time game data, I naturally assume... they will NEVER be better than the best human opponents! [/quote]
Sneak Peak at 0.6 (not yet released): * Ancient races now get +10% research per colony per artifact they own. This should make the benefit a little less impressive. I may need to buff it. * Ascension Crystals now give a global +10% productivity for each one owned, so they're not completely useless in non-crystal victory games. * ArtocarpusViriles bonus reduced into line with other planet resources. * AI will now send transports to attack any war enemy
No. My mod does basically contain Vid's previous release, though. The version of IAB I released last night has rather more strategic wartime AI scripting than this mod (I've included 5 different possible AI war strategies for different personalities, and I've used more things like setting minimum numbers of certain ship classes etc - and Vid, do feel free to steal them and add them here, they should be fine for normal play, they're in the 'warstratde
It'll work just being put into the mods folder, so long as you don't have any others that change AIstrategydefs and Galciv3AIdefs.
If you have a radeon added in, why not disable the intel card in the BIOS?
To an extent, I agree; we're never really looking to make, say, a 5-planet empire equal in power to a 500-planet empire, and I wouldn't want to. If you're a third-rate power, then you should be third-rate. But I think there is an point where you can say that a 'tall' 25-planet empire can be made competitive with a 50-planet Wide empire. This was something Civ 4 did very well. ICS was basically eliminated by the maintenance mechanics, because wider em
[quote who="Cruxador" reply="25" id="3570326"] This is a really elegant solution. It doesn't have the arbitrary nature of GalCiv2's hard limit, and if you think about it, it makes a lot of sense that multiples of the same kind of sensor shouldn't stack anyway. [/quote] It'd probably need map-scaled sensors included as well, tbh. Once again, on the smallest maps having 1 of each type of sensor might show you 50% of the map, but