@corgatag according to the xmls it is 1 admin per colonization. I think that is also the intended value.
zuPloed
looked through the AIStrategyDefs.xml, the AI puts a very low priority on constructors before turn 75, regardless what kind of strategy it is pursuing. I allways encounter a lot of slyne constructors early on, but those are probably from the pragmatic trait.
[quote who="admiralWillyWilber" reply="10" id="3680200"] i need a setting slower than very slow. [/quote]PacingDefs.xml, you are welcome. It won't do you much good though , because the effects are additive to what citizens and improvements do... a research world with 15 research; +150% from improvements and citizens, goes from 37.5 research to 30 research if you set resear
[quote]Colonial hospital population growth increased to 0.1 flat per turn [/quote]It is also not prevented form building by its upgrades anymore. You can have 3+ growth buildings on the same planet now (each of the upgrades once). The Xeno Medical Centre is now a downgrade under many circumstances. [quote]Colonial hospital is now indestructible [/quote]By invasions? How dare you keep me from commiting war crimes? @ Galactic Mainframe: shouldn't t
[quote who="Frogboy" reply="21" id="3679995"] The extreme logistics system numbers [/quote]Could you clarify? [quote who="Frogboy" reply="22" id="3679996"] Btw, if you unhide fow, it unhides it for all players. AI does not know where the good planets are or where your ships are. [/quote]Well, that makes troubleshooting harder... I guess I see where you are coming from with this implementation though. Other devs have done worse to cheaters :>
I dunno, there is really only one thing I can see, which might be considered an advantage of defenses, which I didn't mention: They instantly regenerate for free after each battle. But the point where this is really applied to the max is a point, where you are winning anyways. I think (I'm not entirely certain), that this an instance of a mechanic that makes you win harder, when you are allready winning, instead of one which makes you win in the first place. durantium is more
I have similar opinions about many things you said. [quote]This does have some game impacts - like your hull reinforcement 20 hp fix. So at 20hp that was a useful item I used. You exploited it (your choice, every 4x game has non-RP exploits) but made an unconsidered "fix" reducing it to 5hp. No-one said to you that that would make it useless for 95% of Crusade players? At 10hp I might have still used it for some particular designs, certainly with some civs but never others, but it's a wh
The problem actually runs even deeper. By now I also observed the AI not claiming asteroids, which are accessible to it by turn 2 due to influence growth and the asteroids being directly adjacent to the homeworld. I thought I could make a little mod for myself, where homeworlds start out with more influence, so there is not need to make AI constructors go for asteroid mines. So much for that idea... [quote who="erischild" reply="16" id="3679884"] I suspect that w
are mods still enabled in your options?
[quote who="AU_Armageddon" reply="14" id="3679827"] I lost a fight where my relative power was listed as something like 1893475373843743 to 1 [/quote]Hmm... I have heard that before ...
Not meaning to be a spoilsport, but I can probably tell you half of the results your telemetry will yield allready. I was about to make a new post, but it fits here just as well... --------------- So, I endulge in some weird voyeurism sometimes... I start up the game, put in the fow and god cheats and just observe what the AI does (the point being figuring out which screws to tighten to improve it for a mod). Let me tell you about the last short session. My set
@BIF 50 turns sounds excessive. How much pop do you have on planets? 4 production out of 16 pop may sound low, but keep in mind it is 4 research, 4 wealth and 4 of both construction types. May help with both the money and reasearch trouble. Apart from that it should be noted, that simple carbon based races are not good researchers (only a player unique hub with flat bonuses). Synthetics are good at it. Traits like Ancient, Slavers and Xenophobic are helpful. @F
Can't really give too many answers on this, I haven't played around with adding races that way. You could try to take a look at Gauntlets race mod or Horemvores Star Trek mod . From what I know they added races extensively, so you may be able to deduce something from their mods. With a bit of luck they can also answer your questions.
[quote who="Stohrm" reply="9" id="3679712"] In addition, you didn't appear to use any of the TEXT files, such as FactionText.xml, PlanetText.xml and StarSystemText.xml. Shouldn't one be using those to set things up properly? [/quote]In the game folders the structure is: / /Text That's where you find the text files.[quote who="Stohrm" reply="9" id="3679712"] Debug Message: C:\Users\... ...\Mods\KoTMod\G
[quote who="lyssailcor" reply="12" id="3679672"] As a second adjustment I propose a tech line that increases productivity of the population, beginning at a factor of 1 and increasing with each tech level so that the end formula to calculate the bonus would be [/quote]Why not just boost the government techs? They allready give +% production, i.e. they amplify population.
One tech past strip mine there is an improvement giving 25% wealth. It takes wealth adjacencies which are +1 income per level.
If planets start out too big, then there will be little point in distinguishing them. Especially, since normal improvements are barely worth anything unless placed near a hub. What might help a ton is making ressources not just give, but also accept adjacencies. E..g. Arnor spices getting +1 research per level. Cities as general hubs: Might work out well. I would like to see it for a modding reason: Currently, you can give improvements several types, so they get adjacencies fr
So I browsed in the .xmls a little and found this: UnitColonyStatDefs.xml Worker Manufacturing &n
double post, sry
I use to go with the 3 free constructors before turning to the malevolent tree. Depending on how many asteroid mines you get from them, the benefit is larger (and earlier), than the +10 of the malevolent trait. But you are correct, +10 all production and especially the following +100% ship manufacturing is big. They changed the ideology point values. Death furnace and temple of enlightenment only give you .3 per turn as opposed to the advertised 1 per turn. The temple itself is only a
[quote who="Horemvore" reply="5" id="3678945"] Mod Terraforming (All tiles is so OP though, game breaking if you dont adjust other factors, research/manufacturing ect), I added 5 new improvements givign a total of +11 tiles per planet, seems to work okay for me. [/quote]Sure, I am confident I can mod this in. I have tried modding other things before. But that's not my point with this post. Before Crusade I would have only mddded the AI to suite my needs for smarter play and
Depends, on what is annoying to you. Things such as tech tree layout are still somewhat in flux. I would wait and see another month or so before giving a final verdict. SD is taking a more conservative approach to their game mechanics now. Which is good and bad. To be honest I am actually missing the earlier version of gc3, when you could terraform all salvagable tiles with sufficiently high tech and doing other ridiculous stuff. I don't think you can still make 1k beam damage
Not sure what exactly you are asking, but silicons work like this: - If they are below their planetary population cap, they grow at a steady rate - diffrently from aquatic and carbon life, they can't accelerate that rate buy planetary improvements (was that your question?) - if you hit the popcap, you need durantium, to build a city in order to raise the popcap There are fun exceptions to this, like using the slaver ability, so you can also build wo
For ancient races, the social matrix costs 4 arnorian spices. For what the improvement does and the point of the game it is available at, this feels out of proportion. I was wondering, could it be made so, that the tradable ressource on a planet can be chosen in the civ builder? Haven't put much thought into this, but this could be beneficial for ancient races for example, whose special building requires a certain ressource.
Hmm, I think there is one minimum due to minimum proximity of stars. Apparently this is distance is 9, which would make the minimum distance between two habitable planets (allways occur on the second ring around a star) 5. This would require two stars to spawn within these 9 tiles of each other, both ahve habitable planets, and both habitable planets point in the right direction from the star. It's possible 10 is not a sufficiently high sample size to have it occur. <s