admiralWillyWilber

admiralWillyWilber

Joined Member # 3604084
162 Posts 3,744 Replies 2,108 Reputation

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.

98 Replies 610,769 Views

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

98 Replies 610,769 Views

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.

13 Replies 36,788 Views

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.

2 Replies 3,776 Views

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

2 Replies 3,776 Views

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

13 Replies 78,476 Views

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

5 Replies 33,833 Views

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.

74 Replies 298,133 Views

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

13 Replies 78,476 Views

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

13 Replies 78,476 Views

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.

0 Replies 4,196 Views

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.

34 Replies 184,593 Views