It looks like the designer is now taking custom ships I've made for each race and merging them into the same screen as noted below. Update: Hmm, for some reason the picture isn't coming out right. I submitted a ticket instead #ZCP-528-19007
Stalker0
[quote who="northaunt" reply="14" id="3546240"] Difficulty should be about having the AI react better and 'think' smarter. [/quote] Keep in mind, the Devs are on the exact same page, but that level takes a long time to code. Bonuses may be "cheats" but they can actually make the AI difficult in the shorterm for us hardcore folks. I can say right now that the new godlike AI is truly godlike, no way I'm beating it:)
I can say that now that I've tried the 1st turn sensor ship I haven't gone back. I used to build a colony ship off the bat, but the sensor ship is so much more useful. 1) I no longer waste time finding initial habital planets. I go right to them. Also lets me get my survey ship surveying instead of looking for initial planets. 2) I can adapt my colony ships based on the level of life support I need. 3) Pirates are a non-issue. Now that I can see
I want to take a look at the tech tree for a general balance discussion. For this discussion, I'm only going to focus on the techs I consider a cut and away better than the rest. In other words, if someone didn't pick them up they would be a good bit behind someone who did. I think there are more, but these are the techs I think are the most powerful. Colonization Xeno Biology: An extra 35% growth is a key multiplier early game.
[quote who="ArakisKhan" reply="23" id="3546056"] I am guessing no one plays the Iconian or a custom race with their tech tree. Pick up healing hulls and you never have to worry about your survey ship's hps again. Late game you can get living ships to boost healing even more, along with no ship maintenance. [/quote] I would argue that race with suped up healing does not make the base system correct.
While I think its on the high side, at least I'm finally fighting with the AI early on. Hehe my colony ship is in a mad dash for those planets!
Just to put the Sensor discussion in context. Turn 1, you can build a sensor ship with a 24 hex sensor range. With interstellar sensors (the tech that also gives you the second starbase sensor) you can extend to 32. And of course, as hull capacity is increased, so do these ranges. So when I suggested 15 hexes for each sensor upgrade, its actually still on the low side!
[quote who="Frogboy" reply="62" id="3545813"] Attacking Starbases when you can't win (pirates should to be really bad about this in 6.0, I've noticed improvement in 6.1). Further, they don't do it to "soften it up". They will attack it, and no other ships will attack it, even if they are only a few turns around from the starbase. Not attacking Starbases aggressively. Once the AI has a "kill fleet",
[quote who="Frogboy" reply="37" id="3545364"] What is the bad behavior you're seeing and what is the context you're seeing it in. [/quote] Can do. Here are a few I've noticed: Colony Building 1) Not specializing buildings. Money, manu, and research buildings on the same planet, which it should be only 1 type (maybe a few manu buildings just to speed things along, but you should not see money and
DOH!!! Thanks
[quote who="Frogboy" reply="21" id="3545310"] One of the things in these kinds of posts is that people assume that AI doesn't already do common sense things. It does. It's just not necessarily balanced. For example: The AI does designate planets as manufacturing, research, economy planets. But should it wait until it gets better tech to fill in a spot? or should it build something less optimal? It's
Honestly I find the system very clear. approval = pop / morale X 100, as shown in the approval tooltip
I've noticed this myself in another thread and I do think it's a bug. genrally I don't get any planets to start flipping until 3.7x. However, other planets for the same race won't flip at even X11, so I think these planets are getting unintended flip immunity
It is pretty annoying I agree
I don't see the op as "hate" just blunt. the message is "the state of the aI is hindering enjoyment of the game" you may agree or disagree, but there's no spite there.
For me, there are two AI changes that would dramatically improve its competitiveness in short order. 1) Planet Building Updates: Summarized in a few basic blocks: a) Specialize planets: No markets and research labs on those manu planets. b) Use adjacency bonuses: Put power planets in the middle of rings, but the tech capital in the middle of a big ring of research labs, etc. With those two things, the AI would get significantly mor
Not just Terran, altarians have it too.
[quote who="redviper37" reply="1" id="3545096"] not several, just once. I've reported it here: https://forums.galciv3.com/464029/page/1/ , a little while ago. [e digicons]:)[/e] [/quote] It varies. in many cases its once, but I have seen where it takes a few times to get it to best price.
[quote who="erischild" reply="16" id="3544977"] In my opinion, what we really need is exponentially more expensive ships and buildings. Techs, too. [/quote] I had been meaning to make my own thread about this, I too feel that ships are pretty cheap, even without specializing in cheaper components (I normally focus on capacity, so theoretically my ships are the most expensive). Its easy to have 1 planet with the manufacturing capital ju
Congrats!
Joeball123, thanks for the additional detail on the economy. I didn't know that population has an exponent component. Honestly I wonder if that is necessary. Higher population already requires additional approval structures, and takes more and more growth time to realize final results. Population by default has a tapering effect, I don't know if complicating the math is truly necessary for balance.
[quote who="Vidszhite" reply="4" id="3544714"] In that case I would like to request that the game mechanics be explained more clearly somewhere, because I still have no idea what all the benefits of higher population are, and I would love to know exactly what that does. [/quote] Here is how it works: <div class="
[quote who="JorgenCAB" reply="4" id="3544753"] 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. [/quote] I often will not even research a military tech until turn 70, and still have not had a war declaration. I'm playing on huge maps right now (was doing medium for awhile). The races are close enough for me to culture flip them, so
[quote who="peregrine23" reply="4" id="3544783"] 1) Allow them to ignore presence of other factions' starbases for the purposes of minimum range from other starbases. 2) Give them a "deconstruct" command that allows you to destroy the starbase and get constructors equal to 1/2 the construction points spent on that starbase. [/quote] Perhaps another idea would be to let military starbases move like starports so you can push them outward as you conquer.</p
[quote who="Tohron" reply="6" id="3544864"] I disagree on the bonus amounts being too small. It's perfectly viable to get 9-12 starbases boosting a planet, [/quote] In my personal experience, I have found the reality to be less than the theory. Theoretically, you can stack starbases as you mentioned. But in reality between: 1) Foreign starbases blocking spots 2) Mining starbases needing a bit of planet real estate. 3)