[quote] The spread of influence implies that people are leaving the other empire to join the superior culture. [/quote] Na, just means they start acting like them and copying their ideas. (or in this case ideology rewards ^^) [quote] There is little realistic reason for a small empire to get an advantage over a big one. [/quote] Read up on the Prussian empire. Might blow your mind ;)
sjaminei
[quote] The thing is, idealogies and culture AKA influence are intwined. [/quote] Influence in game is not a representation of the philosophical entity of "influence". It tries to do one thing, and that is consume hexes for the influence victory. [quote]One can't spread culture, their way of life, without simultaneously spreading their ideologies.[/quote] So essentially your influence should give ideology points to your neighbors affected by it a
Doesn't seem to show up in the XML files anywhere, so probably hardcoded (or I'm blind or something ;) ), my guess it's tied to hexes controlled by your influence most likely, then you get "raw" tourism much like raw production. Either way it kinda sucks at the moment. Most times Port of Call (first tourism building) early on increases 5 income by the whole of 5%.. that is the huge total amount of 0,25 more tourism income! For only 1-2 maintenance cost. Awesome right? ;) U
It got issues though. If influence is tied to Ideology, it makes great sense when you are doing peaceful stuff. When warring, not so much, you don't want to spend resources on that then. Everyone should have access to these choices whatever strategy they pick, and tying influence into it forces your hand. That does not mean that the current system is good enough though. (I have tripled the ideology point increase from buildings since I rarely colonize more than 8 worlds) Some other way to
[quote who="hardcore_gamer" reply="7" id="3572569"] but if you neglect war tech too much you will have to research it from scratch later on [/quote] With the increased power from research techs, you will catch up, and most likely go further than if you researched weapon stuff early. The point here is you can't get punished for not researching those weapons tech early on, since planet invasions is a tech era later, so why bother? In addition, one properly outfitted moder
Edit: Better answer above ;) (sniped)
I think I had something similar with some bad XML when messing about with new planets and art. You should look carefully over the coding, and image files. Probably something wrong there. Errors in image files does not show up afaik. I fixed mine by replacing the planet image file with another one.
About the challenge, I would stop worrying about transports, and more about defending your influence space. If the AI dominates my shipyards, the game is over for me. I don't need it to bring actual transports to kill me off. I need to compete with the bonuses they get, and defend my space until I can win whatever way I want. That's how the game play should be anyways. Glass-cannon tech focus is not how the game should be played right now until they get a proper diplomatic system goin
[quote] And I am so disappointed in this game. The core gameplay is strong, but it's strong because it is iterative. But that isn't enough, because if you are going to produce a sequel to a great game and only iterate on it, you need to include core features from the prior game. [/quote] This is the problem with having a small team. They can't just "grow" the games bigger with a sequel. From what it looks they've done a good job getting the sandbox done, and al
They might have started a cultural project. If the planet was industry heavy or you played at some high level difficulty, it could explain the massive jump. If neither, report bug and upload save game ;) [quote]I reloaded the game to see if this effect was reproducible, but this does not seem to be the case. Any advice? Thanks! [/quote] That just means the AI decided not to do the same thing again. Most likely a culture project is the cause of this. </
The Cultural festival project is currently the best way to get influence. Contrary to what you would believe, manufacturing buildings are better for influence than the culture ones due to this. Make a high pop high production world, and you will generate a nuclear bomb of influence once you start the project. (I had 300 something influence per turn on my influence victory game) It's kinda broken, so if you like cultural victory in Civ5 etc., don't bother with it, it can't compare.
Hmm after testing, that thing does not work very well either, at least with Thalan tech. (Hives and Gaia Vortex affects the slider) Guess the pacing stuff is just broken until SD patches a scaling slider on techs and manu costs.
Don't think it really matters that much. AI difficulty isn't just about the bonuses. If you want to test a bit with Raw Production reduced (both Manufacturing and Research should be slowed by tweaking Production Pace) here is a "fixed" file: https://db.tt/gXoR7v6O (right click save as, and put in mod/game folder)
Looking at the PacingDefs.xml there is definitely a bug. You are correct, and they are using something that can be "countered" with a basic factory almost. MaxManufacturing should be targeted on raw resources, not the additive bonuses. But targeting the raw resources will slow down both research and manufacturing, so not sure how to fix it so you can mix and match between the two. Guess SD needs to implement a tech cost slider or something. Se
[quote who="sophontteks" reply="1" id="3572028"] Yes. I put game pace on slow and all I noticed was an additive -25% production bonus. I face palmed and took it off. Maybe they changed it in 1.1? [/quote] Wait what? That's it? I thought they scaled the tech and manufacturing costs as well? If not, that explains a lot.... (Guess that's what I get from starting on the slowest speed right off the boat)
That is why I did it on a custom faction I modded myself and not the original ones. (the AI is not allowed to touch that one ;) ) However your solution is probably friendlier for the AI in the long run if it works.
Mod a custom faction and erase all blueprints in their FactionShipStyleSetDefs.xml (or mod the file completely with the original factions) Just keep these things: (faction specific obviously) YorStartingScout YorStartingSurvey YorStartingColony YorDroneInterceptor YorGuardianFighter</ShipClass&g
[quote who="Larsenex" reply="2" id="3570922"] The one building/ship per turn is here to stay. I would suggest building bigger ships or dial in a project to use those hammers. Also your hammers are not wasted, they do roll over to the next build. [/quote] It is a problem once you get the hang of the production stuff. I think it's not really balanced for us that micromanages at all, we just end up with crazy values. Oh, and I made a ship with 20k manu costs, I still
[quote who="sophontteks" reply="3" id="3571309"] Its really not complicated at all, if you understand what all the core concepts are in the first place. Pretty much every game concept has its own section you can research. [/quote] Yeah, navigating the tech tree is easy. Figuring out how far in you go before switching to military etc., or which side branches are worth venturing into is not. You might think that 10% bonus is good, but when a building gives you the same bonus a
It's a complicated nightmare. I have played loads, and still are just scratching the surface. I think I got the basics resources down (Industry/Research/Economy), but the on the side stuff is complicated. (Tourism, Diplomacy etc.) Your best bet is just focusing on the basics first of the 3 resources. That way you can specialize planets to whatever you need, and just experiment from there. Pick a weapon path (Beam/Missiles/Kinetic) and stick to it should also help you fight t
Updated! ;)
That happens all the time. My first thought when something does not work is; "What stupid shit could I possible have done now" Usually spelling error somewhere :(
Seems to me someone should sneak onto marigoldran's comp and make a custom mod for him. Triple the cost of colony modules should do it? Or should we quadruple it? ;)
No buildings at all? What? Or did you mean not building them? Building Maintenance is a pittance, so surely that can't be the reason right? (I tend to pick the trait that increases it for bonus points in my custom factions ^^)
#1 Yup, seems intended. The 1 building pr turn makes it a bit of an hassle to be honest when you got a huge planet (40'ish #2 Depends what you like I guess. More planets makes specialization less important, so whatever floats your boat really. I am finding 6-8 planets the optimal minimum number for a decent start though. (Large+ map) #3 No