You may be right, but just so I'm clear it was the only godlike. I had about 30 or so other genius AIs in that game and no matter what their personality or ideology was they all liked the godlike AI. I guess it could just be that the godlike AI was way ahead in diplomacy tech and had used its size to build lots of diplomacy buildings. I tried to find the bonuses the AI gets in the xml files but had no luck.
Yeller123
I have a theory that this is tied to difficulty level. I think the AIs get a bonus to diplomacy at higher difficulty levels which makes them generally all friendly to each other. I threw a godlike AI on a custom race that was meant to be as war like and unlikeable personality wise as possible (aggressive, cruel, expansionist, etc) into my last game and when I tried to get other races to go to war with it they all had an opinion that was at or near the +10 max (as seen on
[quote who="mulkmulkmulk" reply="15" id="3598042"] how about making the start of the game more diverse. Turn 1 : Colonize-> research boost -> more size -> buy 50 range sensorship Turn 2-8 : Small fit colonyships colonise a planet per turn [/quote] 1) Using a race with dense a turn 1 sensor ship has a sensor range of 15. 2) Going full research it takes 11 turns to research small hulls. </
The AI improvements are great. The AIs are now attacking with multiple fleets near max logistics and built to counter your weapons and defences. I hope diplomacy comes next, IMO with the improvements in 1.4 it's now the weakest area of the game. This game has really come a long way, I can't wait for the first expansion to come.
I think it's a bug, fleet names also don't persist (last i checked) when you load a game. I'd assume it will be fixed eventually.
You aren't missing anything.
Maybe the diplomacy bonus could be given a new purpose? Maybe reducing the length of negative modifiers (ie we were at war) and/or boosting the perceived value of trades.
IMO the best fix would be to have the low effort stuff 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 strategic resources, helping in war, gifts, support in the UP and not trading with, helping, or allying with a races enemies. I'd also like alliances to be possible at friendly but give them oblig
I like the idea, another plus of it is that it would help balance out the advantage of starting in the center by blocking one direction of expansion for those races. Assuming it's big enough anyway.
Influence was game breaking during the beta, it's a bit on the underpowered side at the moment. There are plans to add a lot, so things are arguably unfinished but imo there aren't any important systems that aren't in game in at least a basic working form. The AI works, next patch is supposed to improve it's ability to manage planets quite a bit. I find the game really enjoyable, there are lots of options at
Ya, I was thinking of Crusader Kings 2 when I wrote that.
What I'd like to see is the a system where declaring war gives a negative diplomatic modifier to every race combined with some mechanic to let several races declare war on someone at once and have the AI take into account the combined strength of the group when deciding if it's a good idea or not. Ideally I'd also like a bunch of "casus belli" to mitigate the negative modifier or possibly if enough stack eliminate the hit or even provide a boost. So if a faction is g
I like everything but the retreat option, but that's probably because I tend to play the largest maps and it already can take a huge amount of time to mop up an enemy's fleets. I don't know if it's possible, but maybe a better way to handle defence heavy ships would be to have them add some percentage of their defence to the ship their escorting rather than being attacked first. It could be a way to further differentiate weapons as well. Say have p
Thank you for working on large map problems, I can't wait to try 1.4 out.
It's your mod, and I agree its abstract but I always imagined the defence heavy ships acted sort of like aegis cruisers, a specialist at shooting down incoming missiles so that other ships could focus on their speciality.
If everything targets attack ships first don't defence ships become almost pointless? If it went attack -> defence -> support then they would be useful for defending the support ships but as you've got it they only thing they do is defend support from other defence ships and stationary ships.
The antimatter power plant is good for boosting the hyperion shrinker and logistics system, though afaik that's the only time it's useful.
I agree with you about the Thulium Data Archive. Seeing this reminded me of another odd research building, the temple of enlightenment. It gives a research bonus and a research adjacency bonus but is considered an approval improvement. Is that intentional?
[quote who="MacsenLP" reply="11" id="3587812"] There was an excellent video by Total Biscuit (YouTube) recently on preorders, Deus EX happened to be the game he was mentioning, I'd recommend anyone who ever preorders to watch it. I bet a lot of people who are "happy" with Gal Civ 3 currently are those that invested $100 in it, you'll know why if you watch the video. [/quote] There is some truth to what he said, but I
[quote who="a0152570" reply="8" id="3587785"] Love the game & still having fun but must agree with MacsenLP. Disappointed that SD does not seem to be focused on bug fixes at all. Time spent on governors would have been better spent any place else. It is very painful to watch them build out a planet in what appears to be a brain dean random walk. E.g. quality 14, bonus manf. and food tiles available, Gov placed 5 manf. buildings with only 2 being adjacent
[quote who="MacsenLP" reply="6" id="3587778"] Extremely disappointing patch Stardock. Perhaps you need to hold off on DLC until you've addressed the many numerous flaws in the base game that the forum threads and reviews on Steam are littered with. A few extra buttons on the planet queue, governors that most competent players won't care to use and a destination window that's probably harder to use than clicking on the tactical map in most circumstances is not
I really like how invasions take more than one turn in this system. No more sneaking in a troop transport and taking a planet with almost no effort and no counter play aside from shoot down the transport. Once engine tech gets going its currently too easy for transports to dart in.
Yes please. The stacking of happiness boosts especially is huge. No reason to build happiness improvements on planets if you have enough starbase coverage in the current game.
[quote who="Petri Kokko" reply="2" id="3584728"] In its place will be something different. We'd like to hear what YOU would like to see in there. If you are going for something different and the theme is going to be "less micromanagement", how about turning the buildings vs. population the other way round? In the current system you have a population that produces "generic work" that is then split with the eco whe
When they get around to working on diplomacy again it would be nice if everything got a modifier based on how much the AI needs it.