In 2 raw production was based on population 1 per 1. High population above 20 billion caused severe approval penalties. Farming controled population. It wasnt global, so the planet that wanted higher population had to have the farm. For each.level added by the farm it added a billion population.
admiralWillyWilber
Ok i understand the food mechanic. I think it makes it unfair to be organic. I even liked it better in 3 classic where farms increased population with a little bit of food per turn. I stopped playing the krynn over this. I basically play the slyne. Needing to mine promethium over a period of turns is a lot easier than flat food. I dont like the ops suggestion of not fixing this by making food a resource. I think that a farm producing 0.1 per turn at least puts this on par with 0.1 promethium
No, but I would like to see hotseat.
Maybe limiting the experiencing increase to one per turn at most.
I didnt mind constructor spam, but a lot of people complained about it. I think that people didnt like ai sending too many constructors through their territory. If i understand the op you want constructor spam back. I think it also caused micromanagement issues. I think this is moot.
Maybe in the future there is an abnesia plague combined with a worm that eats plaques and namebadges.
I would like to see more planets.
Actually it is uses a lot of resources including a lot of graphics.
If I was referring to anything it was the fact that the Ai doesn't like food or cities. This post was an idea I came up yesturday about work. The settings would be for general Ai. I am realising now it doesn't really work I confused cities for regular structures.
It's the depth of the game and quality of Ai.
Ok so the ai does what it wants. The problem is it doesnt want to build up its planets. I came up with some ideas. One of the ideas is to have no projects untill it fills up their planets. Give the ai the ability to set long term goals. With emergency stops when the situation demands it regularly checking for this. Another is to give it personality when it builds. Saving back money it wont trade making money less important. Why money makes a difference is because of projects. Heres so
Moot either way that means you could let multiple colonise planets. This could be decided by influence. If tjey like. When i said about endless space i was talking about the outpost. As far as planet types it is nice they dont have class zero planets. There are both sizes and types. In galactic civilizations they have sizes and two classifications on types. I guess they could add more. Why would you be able to colonise multiple kinds of extreme planets at once doesnt make sense to me, but tba
Ok the only advantage the yor really had was production. It is snail slow starting, but you could end up with more population. Now you cant. With small population caps with lots of population going on ships vs. Everyone else getting free population everytime they build a colony ship you garantee they cant build as big as an empire. They can only be played tall. Before you could up production, now you cant. They are now garanteed to be slower growing. Now they need to add buildings to make thi
https://www.youtube.com/watch?v=GLeMzuLH3oI&t=622s
The problem is the priority list. First you need to check if max population is lower than planet class, and if max population equal current population. Then build farms. If food => min for city Then build city. else if clustered tiles this is really the developers decision on number of tiles clustered. build city in cluster center. Else exit loop. else exit loop. else exit loop. I guess you have to check for importance.
I would like one for a fixed jagged knife.
In may the game came out. In may mercenaries came out. In may crusades came out. I wondering whats happening in may. Other than that i have no idea.
Well i was thinking yesturday about what you said about endless space. Outpost idea. I would have to agree to disagree with you on this. The only good idea ive seen come from making you wait is like 1603. Where they went from colony to town. You could have something like this with from outpost to colony where you still build while you wait maybe different things for an outpost no upgrafe option. Personally i like civs city screen where you position citizens on tiles to get bonuses. Bo
Cell phone internet to slow. Im workin on being more patient about posting. Sorry.
Well i have to disagree with endless space 2s method where we will make you wait 50 turns to go from outpost to colony if that is your idea. I think compared to what they do in civilization it is close. In civilization you have to improve the resource. The improvement doesnt come automatically, but you have to research it. There are different kinds of improvements from different techs for different kinds of resources. In galactic civilizations you have to improve a resou
Crusade.
Two questions First can someone make me a jagged knife mod, or stardock give us the ability to mod this in, or make this a pregame option. Second modders how do I mod a game for a jagged knife mega event.
Well talking about Ai. programming I don't know how good they are. Can't the innards, but inside the computer it is possible to examine what you do game from game, and pull averages on what you do. This is already an established tactic of yours, so they could be relatively guessing how you move.
Have you tried playing tiny maps first, rule number 1 find out if anything works.
The idea sounds good except the part where you choose. I still think it would be better if we add up all the points. Then average what your choices are. I like the idea if you dont colonize a planet after so many turns a random colonization event is triggured on a random planet. I think if not colonizing then you should get the ideology points, but not the benefits for the colony that has already been colonized.