exelsis

exelsis

Joined Member # 4293066
12 Posts 211 Replies 455 Reputation

Unfortunately, that's what strategy games are. YOU aren't playing like an actual civ leader either, why do you expect an AI to do so? If you want an actual simulation, go play distant worlds. It's just what you ask for. All AI civs behave like actual galaxy-spanning political organizations. Yes, some as completely evil and want to eat your brains but there are others whose "win state" is outbreeding everybody else without declaring war.

30 Replies 154,922 Views

The "shield punch" beam augment does nothing but reduce attack by 25% because the stat that's supposed to bypass shield doesn't work properly. Punch has IgnoreShield at flat 0.5, but that stat does nothing at any value below 1.0. At anything above, shields are fully ignored. I'm not sure if it's supposed to be 50% chance for full bypass or 50% of the total will always bypass, but neither is the case. The same is true for the (currently unused) PD and armour byp

32 Replies 31,533 Views

The video takes them into account, but it isn't designed for crazy fast ships. Enemies will fire BEHIND themselves, you'll think it's a miss, and then your ship will zip across the screen just in time to catch the missiles or bullets. You can't tell what's shooting what because the ships could end up basically anywhere within a half second.

15 Replies 38,419 Views

They drengin should beat you just like that if they have a kinetic augment. You also don't know if they have any other hidden advantages (accuracy, range, and cooldown of weapons) that they could easily accumulate through tech to beat you easily with ships of comparable stats. Upgrade costs are calculated in some way we don't know based on the component differences between designs. If two ship designs are very similar it's very cheap.

7 Replies 22,472 Views

This is incorrect. No amount of thrusters provides any amount of jamming. The only purpose they serve is closing range faster - which is good if you have a kinetic advantage and that's it. They really suck. But if you put enough thrusters on ships battles stop making ANY sense at all.

15 Replies 38,419 Views

You'll also want to change the tech cost scaling in galciv3globaldefs.xml if very slow is too fast for you. If left as-is late game research improvements, especially combined with large maps with high planet counts, can overwhelm the research reduction. Starts at line 868.

6 Replies 18,852 Views

Anyone that's played larger maps or with abundant resources has had piles of strategics sitting around that become almost useless once the prototype weapons become obsolete. So I decided to put them to some use. This mod unlocks one improvement per resource at rather early tech levels, each costing multiple resource. However, each improvement will also draw additional resources as it increases in level and provides additional bonuses. The tooltips ar

1 Replies 4,831 Views

Allies aren't going to help you if you declare war. It's a mutual-defense alliance - just like your NATO exmple. However, I don't ever seem to be able to bribe allies into going to war. The option isn't there in the diplo screen. I've never figured out why that is.

16 Replies 93,479 Views

Both trade improvements are planet only, that's why you put all routes to one planet. Cranking their levels up and adding farms are two of the most important factors. The others are route age, distance, and target planet economy. Distant, friendly capitol planets(especially minor races) are the best freighter targets. It's pretty trivial to get trade routes to a profit of well over 200 per turn, which you could only otherwise expect from an extreme wealth focus planet.

5 Replies 12,274 Views

Max out your trade routes, all with the same origin planet with a %trade bonus planet trait, tons of farms, and the trade capital and trade post improvements fully surrounded by +wealth buildings for simply silly bonuses. The income can be IMMENSE from that alone, but it should be considered "rainy day money" than for budget balancing. Your empire should break even with direct planetary wealth+tourism. Did you research tourism yet? It's free money, and on larger maps it can be stupidly pr

5 Replies 12,274 Views

I am unsurprised that a carrier from a faction with extra miniturization beat a poorly designed battleship from a faction with health reduction stats from before fighters were reduced by 1/3.

23 Replies 113,322 Views

Proof of what? That single battleships are better? That should be pretty obvious upon making one of each in the designer. If that isn't enough for you, cheatmode a 1v1 fight together. Battleship always wins. Then cheat a 5v5 - carriers always win. At least the first fight, anyway.

23 Replies 113,322 Views

There is no mod for it, and nobody would be interested in making one. It would be extremely tedious and remove any variation in tech you can use. It would be like asking to remove the ideology system. If you really want to waste 6 hours boring up your game, delete every single specialization in whatever your tech tree is, and change the prereq of the next techs to the prereq of the previous specialization you've removed.

4 Replies 10,204 Views

Properly outfitting ships and giving them good roles WILL improve your fleet performance, and you can easily obliterate carrier fleets if you are intelligent about it. I should also note that in a 1v1, a battleship type will ALWAYS beat a carrier with the same tech available. Carriers only become strong in very large fleet sizes where they can be defended by battleships, get stacked fleet bonuses to fighters, or simply max out logistics with ubercarriers.

23 Replies 113,322 Views

You can use tiny ships as buffers, because an unlimited amount of damage will be blocked by a single point of defense. A few assault fighters in front of your battleships might eat 1-3 rounds of fire for little cost while your own ships smash the opposing fleet. However, because carriers are a thing you don't ever need to build tiny ships - just equip a few carrier modules. So... not really. There is almost no situation where the largest ships are not the more effective force. The economi

23 Replies 113,322 Views

None of the life support manufacturing cost reduction specializations currently do anything. They correctly (I assume) target [ShipRangeManufacturingCost], however, no components have such a value to target. All life support components have only generic [ManufacturingCost]. I guess nobody noticed because nobody would ever want to pick those specializations.

4 Replies 6,250 Views