Seleuceia

Seleuceia

Joined Member # 3020178
9 Posts 926 Replies 24,876 Reputation

If you want the Sins AI to be a challenge, don't read the forums or ask for advice, because as soon as you understand the game and learn a few key tips, you will absolutely wreck the AI... GC3 has significantly better SP experience and you can expect the AI to improve dramatically in the future, something that you won't see with Sins....Sins is a streamlined game with a clear cut counter system that facilitates a strong MP experience -- it lacks the depth to give the player th

9 Replies 29,765 Views

The original modifier that did not require a phase node to jump a starbase is still in the game. No need to spawn an unnecessary phase node, just change "StarBasesCanHyperspaceOnlyToPhaseNodes" to "StarBasesCanHyperspace" in the RESEARCHSUBJECT_STARBASE_MOBILIZATION.entity file (it's located in one of the lines near the end)...

5 Replies 26,519 Views

The issue is not the game engine nor is it your hardware, Windows 10 has issues getting along with NVIDIA cards and is affecting a slew of games....one thing you can try that might help is to completely uninstall your graphics card driver, restart, and then let windows update find the driver....it likely won't be the latest driver and probably wont' include GeForce experience but for some people it is a version that at least works...

12 Replies 81,724 Views

I think this is a really promising feature that is akin to many of the quantities/variables you see in Paradox strategy games...while it is not perfect representation of reality, it is an excellent abstraction that captures the essence of the inefficiency that would result from such specialization...

93 Replies 990,610 Views

Exploits are "strategies" that were not intended by the game designer and completely nullify strategies that were intended by the game designer. It's perfectly fine for players to discover a strategy that the game designers did not think of or foresee. However, when such strategies allow players to circumvent or bypass certain game mechanics that were put there for a reason, then you have an exploit. An example is the ability to upgrade a constructor

27 Replies 168,611 Views

From a lore perspective I don't think the Altarians should even have the entertainment centers and stadiums...there simply is no reason to have 2 lines of moral buildings, give them the unique healing pools they are supposed to have and leave it at that....

4 Replies 8,124 Views

I just finished a game on insane map size with everything set to rare. Maybe I'm just weird but rare to me means you don't see very many of them, but there are at least some . This, unfortunately, didn't seem to be the case. I had about half of the galaxy explored and owned about a fifth of the map. I saw about 5 or so sources of thulium, which is about what I'd expect for setting resources to rare. However, I didn't s

2 Replies 18,802 Views

I've given the issue a lot of thought, even considered starting my own thread....I think I'll just sum up my main thoughts on this... I don't like how impactful this is early game, regardless of map size -- there is no reason not to just build scouts filled with sensors and rush the movement speed techs....there no longer is any strategy or alternatives in early exploration, it's pretty much set how it's best to explore and there is no real decision-making or alter

135 Replies 653,322 Views

Let's assume that the tiny ships you are using still have a hull size of 25 (so no ship capacity increases). I'm also going to be using the Terran tech tree though in this regard most tech trees are similar. The late game subspace sensor has a range of 6 and a mass of 14...there are 3 techs that also offer you a 20% reduction in sensor module mass, for a total of 60%. So, that mass of 14 would only be 6 (5.6 I think rounds to 6 in this situation, correct me if I&#3

135 Replies 653,322 Views

Depending on how you look at it, it may be more to your benefit for them to colonize it...if you are in a dominant position and have strong influence, the planet will probably flip to you eventually, and you didn't have to spend time building a colony ship or moving population from a productive world....especially on a cramped map, it's better to use that first colonizer to go find that paradise planet and culture flip Mars later than to take Mars and possibly lose out on better plane

9 Replies 20,565 Views

[quote who="DCvsMarvel" reply="11" id="3552071"] 11 - The greater the difference between FOOD and POPULATION = population growth? [/quote] I don't know if the growth depends on the current population or that difference, or if it is just constant...however, I do know that if you end up over the population (maybe food was destroyed or you transported population from another planet), it will decrease over time.... [quote]What is the +Military trait on a tile m

17 Replies 102,043 Views

I agree that surrendering should be an option...like galactic events, it is potentially high impact but also out of your control, both of which point to something that needs an on/off switch... It does seem that surrendering has some limitations....for example, the evil Drengin were able to surrender to the evil Yor in my last game, but when the Yor were almost beaten they didn't surrender, presumably because there was no one with the evil alignment (or friendly relations).....</p

12 Replies 28,700 Views

[quote]-If just as a turn is ending you press and go into ideology, and I'm guessing other screens. It skips the global event that would have triggered. [/quote] I've had this occur as well, and I don't think it is just when a turn is ending....if multiple civilizations try to contact you sometimes only the last one will stay up and the first one(s) will just briefly flash...it's not consistent though because sometimes multiple ones will come up one after an

5 Replies 29,171 Views

I don't think technology should be compared to ships....you may only be able to build one ship per shipyard per turn, but you can own multiple shipyards and can purchase ships at any time....technology on the other hand can only be done one at a time and cannot be rushed...

15 Replies 28,768 Views

Bug -- you can have ships go outside their range by a tile or 2 if you are on the edge of their range and give them a move order to another tile on the edge of their range that requires them to "go around" an obstacle...also can occur if the "edge" has an angle in it that you order the ship to cross.... Bug -- Unless I'm mistaken, normal techs appear in the tech tree with sharp corners while specialization techs appear with rounded corners....this sometimes gets mixed up thou

16 Replies 57,186 Views

[quote who="RSharaE" reply="9" id="3551277"] 10. Playing on an INSANE map, I can't get any Durantium or Elerium to spawn. I did fowtrans to be sure, and there is literally none in the entire galaxy. Tried it 3 times. Edit: I can't get Durantium or Elerium to spawn on any size galaxy now. I'm going to make a new thread for this issue, as it seems to be a big one. [/quote] I might be wrong on this but I think durantium can only appear in asteroids and elerium

16 Replies 57,186 Views

This does not at all seem like a bug, it seems like a design feature to address the situation specifically brought up by the OP, when you are in the late game and have a bunch of low level techs still not researched....the idea of one tech per turn seems like a very arbitrary and unnecessary limit that penalizes you for playing well and having good research....considering this is exactly how it worked in GC2, I don't see how you can say that 1 tech per turn is "how the game was designed".

15 Replies 28,768 Views

As others have, I also am going to vouch for Civ V's way of handling MP turn order...the new hybrid system allows it so that all players at peace have simultaneous turns while all players at war have sequential turns...occasionally a player can get screwed on the turn that war is declared, but compared to other systems I have seen, this is the best way of compromising fair with efficient...

98 Replies 234,053 Views

I pre-ordered Beyond Earth...Firaxis has really high standards for quality and has consistently supported their titles well after release...the game does have a few problems, what game doesn't? It is one of the most enjoyable SP experiences, and I expect no less from Beyond Earth... That, and it's a spiritual successor to Alpha Centauri, which is still my favorite game of all time...

11 Replies 41,014 Views

I don't think anyone wants to do the tedious task of moving transports back and forth to move people from one planet to another...this is why I think it would be really good to have a passive option for each planet to send out colonists... You get the complexity of realistic population growth without the tedious micro-management - in other words, the best of both worlds... That production is tied to population makes realistic growth even more important...you should NO

14 Replies 19,070 Views

[quote who="eviator" reply="1" id="3496010"] Could take quite a while for such a colony to become productive. [/quote] But doesn't that just reflect the importance of colonists? It makes sense that depopulated worlds would have to rely more on colonists coming to that planet than on domestic population growth... You basically had to do this in GC2...you'd put people on transports from your core worlds and bring them to your frontline to keep the number

14 Replies 19,070 Views

The newest expansion for Civ V, Brave New World, specifically addressed this problem...3 of the 4 victory conditions all basically became achievable around the same time, but in order for you to actually have a chance at winning you needed to be prepping for at least one of the conditions throughout the entire game...in most cases, if you were in good shape for, say, winning the science victory, you were not really in a position to win through one of the other victory conditions...fu

37 Replies 36,516 Views