The first part sets scavenging to true. Unrelenting, ancient, and coercive are all like that.
exelsis
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.
You can disable any victory conditions(other than turn limit) for YOURSELF at any time from the victory UI. You can't change general victory settings for AI, though.
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.
Did you properly set their prerequisites to unlock with tech?
Watchful provides an interceptor to every fleet in your ZoC. I believe it has to be an actual fleet, not just a map object.
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.
Get your treasury back to positive.
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
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.
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?
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
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.
Uninstall and reinstall. You may have corrupted files.
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.
Screenshot? It works fine for me. Did you end the turn? Things don't update on the map instantly.
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.
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.
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
[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
Then the command doesn't work for ideologies. Unknown tech name - because it isn't.
Post-holiday visibility bump
First awe is AweTrait1, i don't use commands so I don't know what syntax would be.
You're complaining that the AI does the same thing as you, but that it doesn't do so as intelligently. Everyone is aware of this.
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.