You should always aim for the best AI you can make, humans will always find ways to beat it with today's computing power. There are always easier setting where they player actually get bonuses which can be used if you are a beginner. The AI should always build up their colonies as early as possible at least until there are only a few spaces left, say three or four perhaps even fewer when you consider early terraforming of a couple of spaces. If the AI have to destro
JorgenCAB
I agree that the AI management of it's colonies are very poor. The AI build very few buildings on planets and build them very haphazardly when they do. The AI does not seem to understand how to use buildings that boost other buildings and standard buildings together and have no clue how to specialize worlds. Currently the AI seem to only manage the focusing sliders on empire levels. I just monitored my AI empire yesterday and all planets used
Probably the third time I report this in a few weeks... ;) This resource/improvement in ImprovementDef.xml is wrong, the tag for "heliosore".. Colony ...is wrong and should be... &nbs
I think there is such a tool tip... when you hover the mouse over the ship production area there should be a tool tip showing the overflow.
Yeah... are everything standing on an issue with an in game "button" for something you can do by pressing a mouse button and drag the mouse? Seems a bit extreme to me...
One simple thing that actually do exist in the game is weapon range... but why do not ships actually try to use that advantage, such as against a star base. If I have a few missile ships they will all close in to point blank range... seems pretty illogical to me. Ships should basically try to out-range en enemy if they feel it is advantageous to do so. Later on I hope they add diminishing strength for weapons the further from their front a weapon fire with the option of
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I find the pirates pretty easy to deal with. In the early game I just evade them with my scouts and colonizers. I then build a few antimatter missile or durantium driver small ships and drive them of. Two small hull sized ships with two shields and either antimatter missiles or durantium railguns is enough for the toughest pirate stacks. Once I have medium hulls and enough logistics to groups a few of them into a proper fleet I can just mop up their bases in my vicinity without much thought.<
Actually all weapons shoot equally well in all direction so ships don't have much incentive to do pretty much any turns even if they do. I otherwise agree that ship battles leave something to be developed in the future. There should be a bigger distinction between ship sizes, classes of ships and how ships behave during ship battles. It would also be interesting if ship formations had a greater impact, but as long as weapons fire in all direct
[quote who="Frogboy" reply="76" id="3544820"] The ai constantly tweaks the sliders. Every turn. [/quote] My investigation is that this must be very subtle change if it actually do it at all. It is quite easy to see when you have the AI play your own race and when you spend some time studying other AI planets with FOW turned off. I have yet to see the slider set to anything but 33/33/33... although I have not studied the RAW numbers so pe
I find that it has a lot to do with your military power. Aggressive or Opportunistic civilizations will declare war if they see you have none to little military strength while they do. On insane maps it will often take some time for the AI to start building military ships since there are so many planets and resources to colonize, that is why there are not many wars early on... no one has any military to speak of.
Even if your influence area are not political border there could be diplomatic ways of two empires to agree not to allow armed ships to pass into each others influential borders. On my opinion there should be several versions of the open borders treaty. Some that only allow non military ships such as unarmed scout and survey ships as well as freighters. One that allow military ship to pass through the area and one that even allow you to freely exploit resources in each
I would say the score should be pretty high. The game is clearly stable outside of multiplayer and polished enough for casual reviewers to not catch the more unbalanced features that more experience players will find. Overall the game is very good and engaging and truly deserve a good rating and with the future of the game and constant work on it I don't see how it will not become even greater later on. I might be vocal on certain issues and t
The economic system are pretty badly thought out and I actually don't think the developers realizes it to the extent that they probably should. Another big problem is that the AI never use the sliders it just keep them at 33/33/33, it does however move the social and military slider somewhat, but in general it seem to use 66% military and 33% social production. In my opinion that make the slider system a very OP tool in favor of a human player
A relatively easy fix is to give approval buildings a +5% bonus on their level up instead of a flat bonus. That would enable even the AI to expand beyond 30 planets even in a big game. There need to be more % modifiers in the game to negate the expansion penalty in general, but not too much to make it insignificant. The expansion penalty should be changed so it scale both the the empire size and galaxy size.
I think allot of people would appreciate that behavior from ships on automation. It would make sense and you would not feel inclined to babysit ships that travel outside your scanner range all the time. One question... does Sentry activate if a pirate comes near... I remember that it only reacted to "enemies", but that might have changed recently though? **EDIT** Nevermind... I was thinking of the Guard command and n
Why some people don't want a feature which ONLY intent is to REDUCE micromanagement is beyond my comprehension!?! I really can't understand how one can defend that is is fun to micromanage all your ships when a single easy feature would make thing just simpler and not by any stretch easier game play wise. The only time it will make the game easier is if you actually use the "auto explore" or move colonizers in dangerous areas unattended. Something you should nev
Economy Rebalance v0.1 (Beta v0.95) This is a complete overhaul of how the economy function in GalCiv and lot's of focus has been made to make the AI able to use it properly. It has actually made the AI more powerful and competitive from my experiences so far. The basic focus of the mod has been to increase the importance of colony management and reduce the importance of focusing your population into one single area. It will still be important
So.. it boils down to... are you lazy or not. Avoiding having colonyship or constructors killed has NOTHING to do with escort but only if you stomac the micromanagement involved to avoiding it. Do you really think this is fun or a god and balanced game feature. In my experience pirates are pushovers and super easy to deal with, but I stomac the micromanagement involved even if I think it is totally unnecessary that I should have to. The concept of pirates are god, but they are wimps and
Should a fleet behava any different? All ships should wait for the enemy to come to them so the base can contribute its pretty potent firepower. There are quite alot of issues with combat viewer as a whole... best way is to auto combat starbase combat it give a better result.
Easy solution is to build a 20 range sensor ship in turn One and scout with it. Pirates spawn outside in the FOW so you can get a pirate free zone that way if you wish early in the game. I don't do thus since it feels cheap. ;)
You don't seem to understand or rather want to understand what the OP is complaining about!! He is not complaining about the pirates but the unnessecary micromanegement easily fixed by having ships auto stop when a pirate or enemy ship enter into sensor range. There is NO problem avoiding pirates in the game just as long as you move one or two hex at a time. There IS an easy solutin which would add other help in the game REDUCING micromanagment. <p
The problem is that expansion give you -1% for each planet while buildings give you flat bonuses to moral. One fix could be to have approval buildings give +5% morale per level and a flat bonus from its main effect. That way you can more easily counteract the negative percentage from the expansion modifier. I never expand to that many planets unless I can support a very high approval rating on my planets since that is directly counter productive to their development. I
[quote who="Illauna" reply="23" id="3542435"] Quoting JorgenCAB, reply 21 This is the BS balance issues I see with min/max overall and sensors in particular... Here is a screenshot in a game on an insane map after about 30 turns in. <div
This is the BS balance issues I see with min/max overall and sensors in particular... Here is a screenshot in a game on an insane map after about 30 turns in. Through heavy min/max I have 9 colonized worlds and four star bases and seven more colony ship (and many constructors in the build ques) on their way to destinations within about five more tu