JorgenCAB

JorgenCAB

Joined Member # 3472732
19 Posts 287 Replies 11,310 Reputation

I have always said that the economy system is a dysfunctional mess. The per planet wheel was always at odds with planetary bonuses and buildings on the planets and made for very few actual choices, In my opinion population should just be divided to each sector based on each hex that you build a building in. Some will simply waste population (raw production) but you can still specialize the planet if you really want to. But you also need to remove

95 Replies 588,146 Views

I have been hoping for a change in the economics system that in my view is badly designed. It was never designed with the AI in mind. Planet specialties and tile specific bonuses are completely irrelevant, additive percentage bonuses does not work well. The individual economy wheel per planet is at odds with the rest of the system and utterly breaks the game if used. I have not played the game for a while now and given Stellaris from Paradox was announced I'm to sto

106 Replies 462,115 Views

I settle Mars with my first colony ship that I rush, not with the one I get from the start... Mars will after just a few turns help with building new colony ships so is very important to colonize as fast as possible. I also don't upgrade the constructors because I deem it to be a bit abusive but it is otherwise a good strategy. I also deem the possibility to construct shipyards with Colonizer ability to be way too abusive so I never do that...

34 Replies 193,870 Views

The best strategy that I have found when I play with the Terrans is... Turn Earth into 100% science and research Interstellar Travel. Rush a cheap colony ship and settle Mars. Rush more colony ships as you see fit but leave about 1000 credits for maintenance costs. Turn Earth into 100% production and build 3 factories and then three labs, turn Earth into 100% science. Build only factories on Mars and then start building colony ships. 100% productio

34 Replies 193,870 Views

GalCiv like many other 4x games lack proper ways to restrain economic growth in any realistic way and rely too much in pure linear mechanics that only exaggerate the issue. You could easily include a very expensive maintenance on the capital building to make new colonies a rather expensive affair in the beginning, but this only fix the issue to some degree as to the difference in a wide versus tall empire is concerned. What are the real problems i

59 Replies 263,396 Views

Yes... I believed that defense worked as you explained at first but experimentation seemed to indicate otherwise. Which is why Escort/Capital seem to be the optimal configuration. With escort just fully defense and capital just pure offense. Although I usually put at least one or a very small amount of weapons on my escort ships, but only the bare minimum.

36 Replies 144,896 Views

[quote who="eviator" reply="16" id="3560854"] Quoting Reianor3, reply 15 In what good way could that be considered simple? The game doesn't track movement directions, nor has it any other mechanics in place that would allow it to reasonably handle variable "shapes" of vision. Not to mention the i

31 Replies 169,143 Views

[quote who="MadzaiSA" reply="10" id="3560473"] No... the AI don't see all the map and certainly follow fog of war rules. The developers have refuted that several times. [/quote] I would say "confirmation bias" mostly at work here. Yes they will follow you to some extent and it depends on how close you are to them... or rather how far into the FOW you move. As I said, the AI will to some extent know where yo

31 Replies 169,143 Views

[quote who="MadzaiSA" reply="8" id="3560459"] 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

31 Replies 169,143 Views

This is what you call a brain fart... ;) Just use the sensors as they were and add a small negative percentage to each one and be done with it. Now you can't stack them up to infinity and still get a decent amount of range without being OP in the process.

31 Replies 169,143 Views

If that is so... then yes that would work... I'm not fully convinced yet that is how it work though and it does not change the fact you can abuse it against the AI. 95% or more of players play against the AI not in multiplayer and you can still sort of abuse it in multiplayer anyway. There should be multiple paths to each and every ship getting attacked so it is more or less impossible to abuse the system. These rules should also include a weight system where endurance, value and

36 Replies 144,896 Views

You can correct me if I'm wrong... but Guardians will defend capitals if attacked and that means they will get targeted before the capitals. That is how I understand that it works.

36 Replies 144,896 Views

[quote who="peteincary2" reply="24" id="3557195"] Quoting JorgenCAB, reply 4 In mutli-player yes... but then you could just use Capital/Escort instead... escorts are always before capital ship in the priority queue. I really don't care much for multi-player because that is in part self regulating envir

36 Replies 144,896 Views

[quote who="Christian_Akacro" reply="19" id="3556327"] Saying I have to design my game around the AI is just wrong. The AI has to learn to beat humans if it wants to compete with any settings, don't give me settings and say I can't use them. We didn't make chess computers that could only play if you played in the same way every time, we made them to be able to deal with us. I've read about someone who gives a bonus to the AI morale and the AI

26 Replies 146,866 Views

[quote who="naselus" reply="15" id="3556283"] Quoting Christian_Akacro, reply 14 Patriotic isn't too good. The Large Empire Penalty is waaaaaay too much and needs to scale with map size/habitable planet availability. Quite totally this - I've been playing an insane ma

26 Replies 146,866 Views

I'm not even sure I said that there might not be an issue. I was merely stating that we can't rely too heavily on the battle viewer representation of the fight since it does not always give a very clear picture. I have not experienced this issue personally as of yet, but then I have not used carriers very extensively either. In short... I'm not arguing there may be an issue with the battle calculations at work here.

22 Replies 17,175 Views

I would agree with almost all of the point of the OP. It is possible to research more than one technology of you select a technology further up on the tech tree. I'm pretty sure the game actually will try to give you all the techs to that point if you are able to research it. Otherwise excessive research is stored so it can be used to research more expensive tech much faster a few turns down the road. But you can't queue up research in any other way. &nb

26 Replies 146,866 Views

I'm sorry but for many people it is NOT an option unless you want to play on a smaller map and abuse min/max strategies or play with a plethora of house rules that you agree on. Finding the right set of people to do this is neigh impossible, let alone schedule time for it with work, training and family obligations. That is why these types of games must have a decent amount of resources going into making a decent AI. I have tried MP a couple of times in other 4x games, it simply don't

70 Replies 273,282 Views

The major reason for why you observe lulls in the fighting is because the battle viewer is not live... it is just a replay of how the fight is calculated which is done before the viewer is even loaded. I believe they will fix these issues sooner or later. All ships have attack priorities on ALL ship roles, you just see the top two in the GUI... the rest you can see in the XML files if you care to look there. For example... if you designate all you

22 Replies 17,175 Views

Yes... and trying to find a human opponent that like to use the same mods as you do and the schedule time to play and agree with which house rules you like to play the game... what a nightmare... ;) I can't name a single 4x game I have played the last ten years I have played with the original none modded rule set other than maybe my first try, more or less. In GalCiv3 I jumped right in to playing on an insane map from day one... this does not go well in hand w

70 Replies 273,282 Views

[quote who="Osbot" reply="34" id="3553992"] Quoting SadfaceSquirtle, reply 10 I don't ever touch the planet wheels, it's just tiresome, and I don't think the AI does either. This also makes specialization less of a no-brainer. It does. It's in the XML ai files

40 Replies 178,941 Views

I would like many more diplomatic options and problems in general of invading and controlling a world full of aliens. I really don't think it would be particular easy to control a whole world with billions of people on them if they are very hostile to you. Some more mechanic where you can make vassal or client states at the end of a war instead of always incorporating planets directly into your core empire. Client states should count as part of your empire for a con

9 Replies 11,194 Views