Yeller123

Yeller123

Joined Member # 4528229
7 Posts 120 Replies 192 Reputation

I've always been confused by this as well. As far as I can tell the technology alliance, military alliance and cultural alliance don't do anything. The exploration treaty is mutual, but in trade the AI acts as if it is not and will trade a large amount of credits if you offer it and demand a large amount of credits if you ask for it.

6 Replies 20,654 Views

That's a weird criticism to me, I typically end up with with way more regular ships than mercenary ships, and once a mercenary ship is dead it's gone for good. I play on the larger map sizes, so maybe it's more of an issue on small ones since afaik the number of mercenaries doesn't scale by map size, but I don't see how he'd get the resources for more than a couple mercenaries if he's playing on small, which should keep it from being an issue

5 Replies 46,020 Views

I recommended it, Mercenaries make the early game more interesting and brings income closer to production and research in value. It also makes starts that aren't 100% focusing on the colony rush viable (or at least a lot less sub optimal).

50 Replies 90,540 Views

Sometimes you get multiple diplomatic messages from the AI in the same turn but when you close whichever window that ends up on top it seems all the other ones disappear as well. They're mostly fluff (ie the open boarder treaty eases tension between us, our shock troops will flay you alive, etc) but it would be nice if a future notification system let you look through all of them.

9 Replies 33,844 Views

They mentioned that the mechanic was changing in 1.7. Its going to work like a shipyard where a planet sponsors the starbase and you build the modules that way.

1 Replies 3,306 Views

Thanks, just started playing. The first thing I'm noticing is that coercion seems to have been buffed, which is fine but it's created a bit of a trap for new players. Currently to get the most of one thing you have to set it to ~70-75% (depending on your buildings) of what you want and then split the remainder between the other two. Since it also reduces happiness but the coercion amount (up to 50% now, scaling up rapidly at the high end) some

125 Replies 108,474 Views

[quote who="naselus" reply="5" id="3617354"] Part of the evaluation thing that doesn't work is the AI dropping alliances with players who are allied to empires they're at war with. There's a behaviour setting for it in the xml - if the AI has relations of -4 with some other race you're allied with, it should break it's alliance with you. That alone would make getting a diplomatic victory much more difficult, forcing you to kill off difficult races rather than just get

12 Replies 57,374 Views

[quote who="naselus" reply="3" id="3617333"] The scale thing is a design problem, which means that all diplomatic modifiers are ridiculously powerful. Relations go from 10 to -10. Modifiers can be upto + or -3 per turn. That's 15% of the total per turn; even the smallest modifiers are 5% relations change per turn. Many of these modifiers are also increased by 50% or more depending on the personality of the AI. Basically, within 20 turns, someone who loves you completely ca

12 Replies 57,374 Views

I've said some of this before but: IMO the best fix would be to have the low effort stuff (open borders, not being defenceless, etc) make you neutral or friendly at best if your ideology is the same. Getting better relations should take time and effort on your part. For example, multiple trade routes, continual trades of tech and strategic resources, helping in war, gifts, support in the UP and not trading with, helping, or allying with

12 Replies 57,374 Views

[quote who="braveheart6" reply="92" id="3617202"] Come on, guys! The announcement of an eagerly awaited hot new expansion pack - ONE new feature. This must be some kind of an early April Fool's joke, right? And the extra stuff like two new factions and new ship designs is fluff, pure and simple. I'm not even going to argue that point. It's almost as if Stardock are too scared to implement anything new in their game in case they offend someone who might give them a bad review

123 Replies 593,383 Views

So I just watched the trailer. I see these all (at least in the trailer) take strategic resources as well as money, imo they'll need to be rather powerful to be worth that price, especially the elerium/antimater ones Also is there a maintenance cost in money? The UI doesn't seem to show one. I like that they aren't all combat ships, and they look really cool. I hope they give us options that let us do

123 Replies 593,383 Views

[quote who="Around999People" reply="9" id="3616131"] how about we add in rebellions and whatnot too? Like, enemies team up and start disrupting your emoire. Making citizens rebel [/quote] Only as long as there is good counter play. In gal civ 2 there was an event that made part of your empire break off and form a new faction. But it was random and there was no defence against it, so it could straight up just lose you the gam

14 Replies 17,881 Views

[quote who="John1979" reply="2" id="3616024"] They did not join forces. [/quote] This imo is the biggest remaining problem with diplomacy. AIs and players both lack the ability to fight together as allies against a common enemy. If the AI could look at a war as itself plus its allies vs its enemy and its enemies allies it would make the endgame much more interesting. Currently there is also no way to declare war as a group. </p

14 Replies 17,881 Views

Don't know much about what is possible for mods, but as for the rest: One attack type is best, because that way you only have to break through one of the targets defences. Kinetics in my experience, as long as you do something to boost the range and accuracy of your kinetic weapons. The biggest reason you'd want to use a different weapon type is to avoid the best defence type of the opposing fleet. Other

5 Replies 9,870 Views

Better mechanics for invasions are coming, my personal dream system would be one took several turns to come to its conclusion and one that allowed for sieges and negotiation with the planetary governor as well as invasion, orbital bombardment and the chance for reinforcements to arrive. But if someone wants to cover a large part of the surface of their planet with military installations and the won't defect to you then there really isn't a way to invade that isn

33 Replies 177,637 Views

[quote who="joeball123" reply="4" id="3615731"] That's assuming that they haven't made the level bonus of the Elerium Defense Shield work; if they have made that work, then you can render your entire empire immune to all types of invasion with 30 levels total on Elerium Defense Shields in your empire, which can be attained with just 6 Elerium Defense Shields adjacent to Antimatter Power Plants, Planetary Defense Systems, and Military Academies, if you can place

33 Replies 177,637 Views

Imo the problem is that the planetary defence system is colony unique. Devoting one tile to a planetary defence system won't really help you and I don't think it should because it's such a small sacrifice. Building two side by side and putting them beside your colony capital would imo be making a more meaningful choice and would give you 40% planetary defence (50% with fortification) and 100% resistance which should be enough to make a difference if yo

33 Replies 177,637 Views

As far as I know they only said that it was coming in December and we're only 4 days into the month. Have patience . Edit: Thanks mrblondini. I shouldn't post right after getting out of bed.

3 Replies 17,995 Views

[quote who="Lord_of_Void" reply="21" id="3599834"] Wouldn't exactly say that the AIs are overly friendly with each other, in my experience they are overly hostile OR friendly with the player. They either declare war on the player without any chance of ever reaching one of its planets not to mention occupy it, or they are so charmed be it due to trade, diplomacy bonus, ideology or other that they will never declare war. [/quote] The next patch i

25 Replies 16,632 Views