[quote who="starhunter83" reply="35" id="3694331"] I didn't bother playing out a full game but rather colonized 4 planets and set them all to auto govern. The governor built farms and the megalopolis. I tested this before, many times, and the governor never built any farms or cities, so something has apparently changed. [/quote]Ah, but you didn't check if the AI civs built farms, correct? Then this makes sence. You see, AI civs use different governors from the ones you can
zuPloed
[quote]I can't believe that the Oxford Internet dictionary's tertiary definition of singularity "A hypothetical moment in time when artificial intelligence and other technologies have become so advanced that humanity undergoes a dramatic and irreversible change" [/quote]According to wikipedia , this use of the word singular
@lyssailcor Large, the suggested one for 8 players. I was wondering if it was about how far one is into the game, maybe AI only starts building past turn 150 or something like that. the AI should start building these as soon as it has the tech in my opinion, turn 50 is enough for that.
[quote who="starhunter83" reply="29" id="3694283"] Well, then! I am happy to report that the AI is at least building farms and the megalopolis, and I would expect it is also building cities as well. This makes me very happy. [/quote]can you describe the circumstances under which you saw them build them? I found some time to run two quick test, by turn 60 7 normal AIs hadn't build farms. By turn 75 7 incredible AIs hadn't either. silicates built cities, which ist to
[quote who="Frogboy" reply="9" id="3694060"] AI definitely builds farms. No changes were made in that area. In my long game over the weekend, the AI built lots of them. [/quote]I would also be curious to know 1) If the AI still uses the GovernorDefs.xml (and how) simpley from a modding standpoint 2) If your local build is identical with the opt-in 2.6/2.61 versions If people have observed farms my theory is false. Unless: in 2.33 the AI still
While you are at it, would you mind reverting city level bonus from +10% to +0.5 flat? +10% makes cities ridiculously strong. The faster this is gone the better. I think research improvements need a boost, too.
I don't think this is a thing yet, at least I didn't find it in the xmls: Make it possible for modders to set the levelup times for citizens. Currently it is 10 turns*current level of the citizen. It is kinda restricting.
Wll I mean it is not a bug strictly speaking... it simply wasn't designed for this. Horemvore opened the modding wishlist for these kinds of things. This item is actually not on it yet, I think. And it really should be, I have been toyed around with the idea of splitting social and military manufacturing improvements but only starting after basic factories. So yeah, multiple improvement upgrade paths would be a cool feature to add. I wou
[quote who="Go4Celerity" reply="248" id="3693715"] Yes. But is it worth the bother? The shear mass of data that needs combed through is just too much, [/quote]Well it's actually not that much to go through. Some here know a few things about it.[quote who="starhunter83" reply="247" id="3693712"] Is there any way to fix this via modding? [/quote]Sure, aforementioned GovernorDefs.xml. It will take some trial and error (this what usually takes me more time then going through
[quote who="starhunter83" reply="245" id="3693676"] In the early game, cities aren't even available, and then when they are available, there is probably no food to build them and so the AI just fills all the tiles with other buildings. If the AI ever did build farms, by the time it built them, all its tiles would be full anyway and thus it would have no room for cities. [/quote]Something like that, but: From what I can tell from the moddable files and having worked with the
[quote who="starhunter83" reply="242" id="3693626"] Currently the AI is broken, it cannot play the game. [...] [/quote][quote who="iRedEarth" reply="243" id="3693633"] I am also seeing AI planets with lots of land that would be good for farms, but 200+ turns in there are no farms. [...] [/quote]That's why we can only hope Frogboy gets a grip on balance. If he doesn't recognize an issue with balance, the AI he writes will likely not fare much better. I think the is
'Balance' in reference to game design is commonly used the describe relative power of different potential player actions. It has nothing to do with moral obligations and is not exclusive to existential game flaws. This is the point where I don't understand at all how [quote who="DMF" reply="46" id="3693320"] No one in his right mind would argue <
I don't think there is, but it's hard to diagnose.
[quote who="DMF" reply="46" id="3693320"] No one in his right mind would argue that Fact. are better than (or equivalent to) Food+Pop in the current implementation. [/quote]Good so we have a common opinion on this.[quote who="DMF" reply="46" id="3693320"] You've erected a stalking horse by choosing to read my posts as though I do. [/quote]Quite frankly I have no idea what you are arguing. If you agree with me that the above is a good example for something that needs fixin
[quote who="dreef1999" reply="213" id="3693288"] Research production rollover. When research is complete I believe all excess research is lost. This makes me unhappy. Planetary production rollover would be nice but less irksome to me. [/quote]Last I checked planetary production rollover is allready a thing, hover your mouse over the empty space in the build queue and you get a tooltip. Shipyard production rollover is also a thing, no tooltip though. Research rollover I believe exist
[quote who="TheFunMachine" reply="44" id="3693258"] The important thing here in this thread is that we get a new player diving into, and enjoying the game. [/quote][quote who="zuPloed" reply="37" id="3693199"] This is not the vanilla you remember anymore. [/quote]You are missing my point. My point is, that there is nothing to learn from the current balance except getting bored from the pacing. Hence I advised modding or reverting to 2.33 vanilla and learn the fund
[quote who="DMF" reply="40" id="3693225"] Every option has its place (at least in theory). When you have a Manufacturing bonus and not enough food, use Factories. [/quote]Talking about current Crusade: Would you say there is a point to building factories? Is there anything that factories do better than food+pop? Because I don't. It can be calculated. I did so in the 'Beyond 2.6'-thread (page 5 or so). There is objectively no reason to ever use factories or research labs in
[quote]I have looked everywhere here and elsewhere online. [/quote]Game files; GalCiv3GlobalDefs.xml (allways a good hint) 3 6 0.1 100 <br
[quote who="DMF" reply="36" id="3693198"] What you are discussing is whether certain improvements or management techniques are better than others. There is NO agreement that several different options should have equivalent outcomes. [/quote]What?! If Improvement A gives me X benefit/cost and improvement B gives me 10*X benefit/cost, what is the purpose of improvement A except for confusing and disappointing people?
[quote who="TheFunMachine" reply="32" id="3693154"] You can mod it like it was suggested above, but you will pretty much remove any decision making when it comes building your planets as it will be easy to build anything at the drop of a hat. One of the best parts of GalCiv is the planet management. Once you get the hang of it, it's a lot of fun. [/quote]I don't know if you have taken a look at his screenshot... He gets 2.7 social manufacturing out of 5.8 raw production with tw
[quote who="mokus5679" reply="27" id="3693120"] Here is the screen shot. It takes 38 turn or 2000 credit to upgrade a factory to Xeon factory. [/quote]Looks like you are playing vanilla and not crusade. What's particulary interesting is that your social manufacturing is lower than your raw production. I'm not up to date on what is going on in vanilla, but if I had to guess, I would say stats are still computed with the economy wheel. This means 1 raw production is di
[quote who="mokus5679" reply="19" id="3693070"] That almost add 100% to your production. With four tiles you can have four Xeon factory which gives you at least 120% extra production so to me factories are interesting option if upgrading was not so expensive ( this means that the game is unbalanced, there is no need for factory). [/quote]Firstly: The city gives you 100% production . The factory gives you manufacturing . Production also counts tow
[quote who="Frogboy" reply="1" id="3692745"] The original devs on these parts did some amazing stuff but they were premised on the idea that modders would be doing everything. I don't think that's realistic and even if it was, without steamworkshop support, what is the use of passing around updated AI scripts? [/quote]I have a question about this. What will AI modding ultimately look like in you vision? Let's suppose I made a balance overhaul in order to bring back 1k resear
[quote who="starhunter83" reply="188" id="3692689"] For example, one way to increase your economic output without adding more planets is to simply grow your population, but good luck trying to do that if you have no monsantum. [/quote]You should try synthetic at some point. There currently virtually no restrictions on population except for durantium income. So guess how many planets is ideal to have with synths? As many you can have continuous pop production on. The one time I tried
Allways shipyard first, because it allows me to rush a colony ship or starbase constructor on the first turn, too. There's nothing I'd rather do with the money, so why wait? I would expand the question: Why would you rush buy planetary improvements at all? Tech doesn't run away, tiles don't go sour if you don't use them. But asteroids, ressources and colonies can be claimed by someone undeserving.