exelsis

exelsis

Joined Member # 4293066
12 Posts 211 Replies 455 Reputation

Simply having them make trade ships would make them valuable. That's potentially a vast amount of income that you should want to protect - or destroy to weaken your enemies. Simple but pretty effective addition I think.

4 Replies 14,682 Views

Minor civs don't build colony, transport, or trade ships, have no influence, and cannot be culture flipped. That's just about everything that distinguishes them. Currently they don't do much of anything except ask for pity money. Go ahead and invade that minor, that'll show them what you think about borders.

4 Replies 14,682 Views

9. they aren't supposed to be balanced, they're random as intended 10. The AI not arming starbases isn't an issue because arming starbases is worthless. 11. The AI actually has a certain cheat at every difficulty: no stationed ships have maint costs. This + a better economy is why they can afford so many ships. 14. Tactical battles will never be a thing, but espionage will be in a future update.

15 Replies 18,041 Views

If you don't have alliances, the first option for UP chair is almost certainly going to get it. As far as i can tell, it's just a list of the largest voters, and vote power is directly related to population. additional UP resolutions include: locking all military techs reducing non-military tech cost refunding costs to the first player to research a tech random tech exchange huge tourism increase huge trade increas

2 Replies 9,478 Views

Watchful seems to work for me. I think it only works for actual fleets though, which might be considered a bug. That masscap bonus still works for some reason, though I have no idea how.

25 Replies 45,646 Views

There's an action that increases planet tiles (benevolent and malevolent trees), maybe changing it to -100 tiles on whatever your trigger is would result in a dead planet, but I doubt it. Do you want to remove a planet from your custom system? Why do you want to destroy planets?

6 Replies 5,050 Views

1. Most of this is possible but will require extensive modding on your part. Being unable to culture flip requires having zero influence, though, and you'll have to have a custom tech tree to get most of it working. 2. No. 3. No. 4. They're randomly distributed within several nonrandom rings. There are already some examples of custom factions with custom home systems on the forums you could take a look at, and a few people have had help w

6 Replies 5,050 Views

But did you fully uninstall? The file the error is referencing shouldn't exist. If you've missed updates, something may have errored during the process. Try deleting that file entirely- if that's the only leftover, it should be fixed.

4 Replies 15,186 Views

Because virtually every patch includes improvements to the AI. That is demonstration that they are working on improving the AI. As it was in GalCiv2, development of a really good AI requires a huge amount of player data and iteration.

78 Replies 321,819 Views

Well, what kind of response do you want? #1 is a bug that humans are exploiting and I hope they fix, most of the rest are AI inefficiencies. They're working on it. An effective pseudointelligence will never be quick in the making.

78 Replies 321,819 Views

I've modded my tech rate to slower than very slow, and I generally get 70-80% through 2 different moralities before ending the game. It should be pretty trivial to finish one per game at vanilla very slow - it's basically inevitable at the settings I use. If you don't want to play a real match, just cheat it or mod in craptons more points as mentioned above. Seems like this is the route you're asking for.

6 Replies 16,914 Views

The simple thing would be converting starbases to use the same system as ships, with a mass cap and the same kinds of components, just with an additional list of starbase-specific modules. Starbases stop being unassailable early and tissue with a bit of tech, you can put actual maint costs to keep down the spamming, and if they don't exclude modules from eachother even less spam. Your econ base can be your military strongpoint too. But I doubt that. I hope it gives us modders more

14 Replies 16,521 Views

[quote who="hardcore_gamer" reply="9" id="3614045"] Quoting exelsis, reply 7 Works 100% of the time for me. but it's essentially a mutual DEFENSE pact. Anyone attacked is defended, anyone that declares a war is on their own. It should be possible to also sign packs where nations agree to g

12 Replies 19,598 Views