[quote] First, you have to build entertainment buildings. Yes they take up space, but think of the larger picture and let us say you have an entire planet full of factories. Would you be happy living in a hell hole, working non-stop with 0 entertainment?!?! The more workers, the more buildings you need. Imagine you are at an event and crammed in there like sardines…Having fun? Populations have needs. [/quote] It's a bad idea to bring RL logic into a game.
MadzaiSA
I don't like to double post same things, but the way out from current situation is pretty obvious. Scaling Approval penalty to galaxy size or even to total number of habitable doesn't seems as an impossible task. And, btw, do AI adapts to Approval penalty or continues to spam colonies as usual?
[quote] Okay, so first off - 109 planets is a retarded amount of planets. I play on immense maps and unless I am going for a full conquest victory, it's hard to get above 70 planets without eliminating 3-4 other factions. If I'm going to war monger like that, then do exactly what one of the other posters said and take the Malevolent ideology trait that gives you +1 morale for every invasion. That's exactly why it's there. [/quote] Dunno. I played on
[quote] On larger maps your options are either Patriotic or Malevolent. There are no other choices. [/quote] I find it kind of disturbing, that game that uses ability to create huge galaxies as one of its selling points do not know the meaning of word "scaling".
Looks OK, IMO. Perfect to build in triangle - Farm-Hospital-Food Distribution. As Mid game building it give boost to both food and pop growth, giving additional bonuses to other Pop Improvement. You can't have another Hospital and in most cases having another farm is over-kill to Approval, so Food Distribution looks good under such conditions - with + Pop growth as bonus from nearby buildings.
If someone missed i asked Brad about it in Steam, and here his nswer http://steamcommunity.com/app/226860/discussions/1/617336568065171463/#c618463446160277579 It's somewhat vague and i'm all for shooting down other races ships in your ZoI.
I think one of the Devs mentioned that Mass Drivers tech have some hidden (or not well-displayed) distinctions and without them they look weak in compassion to other weapons. One of them is number of volleys per combat phase. Mass Drivers is the fastest weapons. So maybe Durantium Drivers have slow firing speed? And because of it future Mass Drivers have much more actual damage? If i got some of the game rules right "resource" weapons must be somewhere in between 2nd
[quote] Being able to bypass that is an exploit due to a lack of coherence -- if the designers really planned on letting me have colony ships with no population, why do I have to launch them with at least 0.5 billion people? It is that contradiction that makes this strategy an exploit. [/quote] Btw, you CAN launch ship without people legally - you just have to put your shipyard at some distance from planets (i think more than 6 hexes), it suffer mino
[quote who="cstorvold" reply="1" id="3562182"] There's a ton of UI work that needs to be done, I know the fanboys are gonna disagree but here's a few: hotkey cycling group governing of sponsoring planets all lists should be sortable ships/starbases list sortable and collapsible by name/type you should be able to go directly to planet governing from anywhere eg: sponsoring planet list reverse course lookup (if I cli
So, in short, our main problem isn't AI bonuses, but the sad fact how its unable to anything meaningful but rushing to all available space without even "analyzing" that he's doing (like colonizing planets inside players ZoI that goes into rebellion in 4 turns). It can't properly scout and have to resort to tricks, it can't specialize, it can't use tiles placement and other related things properly, it can't even properly use techs to buff ships (in my game Altarians had
I think main AI bonuses that really makes difference are AI ability to see the whole map (on highest levels), randomly see part of it (on gifted) and under certain circumstances ignore FoW. Second most major bonus is ships range. On gifted it's 20% and it's a real deal together with open map. Other bonuses are more like counter balance to AI inability to specialize planets and use tile bonuses properly. Yeah, sometimes AI leads to overkill - f.e., Altarians with all bonus combined on
[quote who="NightshadeXL" reply="9" id="3560779"] I fully disagree. Each colony should be self sufficient and there should be no increased maintenance. If the imperium of man can have a million worlds, so can you. As for gameply perspective, if all you're doing is expanding than you're very vulnerable to being attacked and having your colonies stolen. I'd rather see Transports being unlocked from the start as a solution than increased maintenance, because as long as you make
[quote] The AI gets no fog of war for already revealed space at gifted and a fully revealed galaxy at genious. [/quote] Well, judging from a Dev Post in that thread difficulty spreadsheet is legit. The only things is that it doesn't hint about how AI is "blessed" with random knowledge of yet unexplored locations. And Why, just why they add 20% range bonus to AI on gifted? It's like a lot! AI is already exp
[quote] I'm not sure why sensors stack in the first place. This is the first 4X game I've played with them stacking and it just seems like a bad game mechanic. They should decrease in mass, increase in range, and slightly increase in cost and just not stack. [/quote] Because we have to deal with FoW, that's why, IMO. And i think being able to have special Sensor ships is OK (but at same time i keep wondering why Starbase sensors are too weak).</span
[quote who="blackdragonbird" reply="6" id="3560494"] Seems that it is a feature that is going to be missing in the game for a long time. [/quote] Seems so. I could take planets renaming as alternative (i used to mark planets like +% X , + %Z in planet names). Looks not so good, but practical.
[quote] No... the AI don't see all the map and certainly follow fog of war rules. The developers have refuted that several times. [/quote] So you never saw pirates follow your ships like a hound? [quote] he AI will get some bonuses by seeing some distance on some higher difficulties but they never loose FOW as far as I know. The developers have explained that the AI will randomly be able to see into FOW to some extent at certain
[quote]Infinite colony spam. The solution: [/quote] There is almost unlimited number of ways to hinder colony spam. Endless Space did it somewhat right. GC2 did it fine with economics limitations. Limiting range, more serious penalties for extra colonies, galaxy being a dangerous place in general, maintenance of colonies depending from their range from nearest planets (same for Starbases, btw, so no more spam), more planets types.... A lot of choices. But
Well, to be fair, i don't know what all those hype around sensors was about. Sure, it was an overkill against normal AI or lower (but to be fair yet again, that AI is seriously easy anyway). AI about normal see all map anyway - the fact he doesn't always take all planets means nothing, it's all about weights, scripts and priorities. So AI see all galaxy, higher AI, even ignore FoW, i dunno why we can't do the same, especially if we need adequate techs, a lot of manufacturing t
[quote] I think it's a bit unfair to describe the adjecency system as 'silly', but I find it hard to disagree about how the results of that system force you to hyper-specialise otherwise you lose so much of that placed potential. To me this is another example of how the maths behind the various bonus mechanisms in this game haven't been fully thought through or tested to breaking point (which, alas, happens for too early in the game for GC3; given that nearly all 4
Aren't it better to simply be able to adjust AI manually like with Galaxy Creation? To give AI different kind of bonuses separately?
I want to add that "No FoW" AI behavior seriously hinders player abilities to play on certain galaxy settings. F.e. my "ideal" galaxy (that sadly would require some modding) would be full of star systems and dead planets but will have some star systems with more than one habitable planet. So it would look like fighting for such star system with "chains" of starbases to reach them. But if AI would have no FoW AND other bonuses at the same time, playing against him would be impossible.</p
Low approval also makes your planets more vulnerable to culture flip. About defense. It depends. Fighting off pirates could be much easier with sufficient shields. If we speak about late game major battles.. Dunno, if ship roles actually matters, making some "tank" ship as escort and "glass cannon" ship as core may be an effective tactic.
To me, resistance in current form don't make much logic sense. You ultimately can pull 99% of planet populace to attack planets (load them on transport) but if exact same planet is invaded, only a percentage of populace is combat ready? And no, we don't train invasion force, we just load then on transport where are shiny military stuff is.
[quote] Base resistance on colonies changed from 50% to 25% [/quote] Like seriously? You can already reap most of the planets with 1 transport no matter how much population it has and how many defense structures you build. So now you can just select -2 soldering and -2 resistance techs, ignore defense building and exploit AI even more. [quote]Expect the patches to be a bit further apart and beefier as Paul is now pretty much limited to himself as his team has been (red
I always pursue neutral ideology and in two parties where i met Altarians they acted like drunken thugs. Demanding stuff constantly, treating with annihilation even if i was stronger and such. Drengin on the other hand were rather reasonable - asked (not demanded) for stuff a bit, traded a bit and stop asking after my military much became higher than their. But i heard they ignore your ideology so no more penalties from that.