Scrimbul

Scrimbul

Joined Member # 3352457
1 Posts 6 Replies 9,880 Reputation

Plus I'm pretty sure this thread's exact issue was addressed shortly before the massive AI post by the CEO. Something something removing the planetary specialization wheel and forcing both the AI and the human to play on a level playing field since scripting the AI to specialize planets properly was either impossible or going to make it develop much faster than a player reasonably could. There was also discussion of going back as far as GC

10 Replies 32,059 Views

Were you not able to gas them? Biological weaponry tends to be made for bugs like this, and is very OP when the AI hasn't had a chance to try and counter it via immunity research. If you don't need the planet to immediately produce anything and aren't going to suffer from the maintenance expenses of all the buildings, gassing the population seems a LOT faster than farming ideology points.

13 Replies 10,418 Views

I don't know that hull capacity by itself independent of any other factors can be fixed (since fleet logistics will just take over where hull capacity doesn't win) But in conjunction with reworking maintenance and production costs to be more advantageous for smaller empires while rapidly expanding empires need the logistics and hull capacity more, should the global hull-based capacity bonuses get lopped off and the extra hull capacity added into a new miniaturiz

9 Replies 22,407 Views

You can demand things from the AI. The problem is that you have to be so much stronger than the AI in order to make such a one-sided deal that it would probably literally be faster just to conquer the rest of their planets than it would be to make the deal. So you can demand but it's more or less irrelevant by the time you can make a demand, the AI will surrender to the strongest opponent on the map that they have good relationships with befor

2 Replies 7,420 Views

You're thinking the same thing I am, then. Without addressing the manufacturing cost of each part one by one, the economy really needs a kickstarter and some deflation for the penalty reductions to matter. Mixing and matching is nice, but without more obvious tradeoffs, even the mixing and matching is pointless. I don't even have to boost research as things stand, just create an industrial base, set up a few trade routes and the game plays

9 Replies 22,407 Views

I really need help, because the wiki is lacking on articles for research mechanics. There's usually four paths to choose from when researching tech, particularly ship tech to determine how to design your ships: Hull Size/Mass Reduction Logistics Production Costs Maintenance Costs Ship design seems to be centered around 'Pick two, focus on one.' Without knowing how Production Cost factors into thi

9 Replies 22,407 Views