Wer900

Wer900

Joined Member # 5957096
12 Posts 127 Replies 9,210 Reputation

[quote quoting="post"] GC2 had one of the most enjoyable and complex economy systems of any 4x game I've ever played with constantly adjusting production capacity and tax rate, but GC3 seems to completely fail at economy. GC3's economy is even worse than Civ V's- you cant adjust tax or anything at all and in GC3 it is borderline impossible to go into the negatives. Yes, theres the production wheel, but that is not managing economy. I would like GC3 100 times more if it just h

3 Replies 15,408 Views

[quote who="wpkelley41" reply="3" id="3573081"] Read my thread "Map editor WILL allow custom races on custom worlds" for a more detailed explanation. [/quote] All right, will do.

4 Replies 21,908 Views

It's turning out to be a rather AI heavy one. In my only test game so far, where I'd only made about half a dozen adjustments to the Altarian AI tech choices, they had roughly double the score of any other AI by turn 170. Not sure whether that's down to blind luck, or the changes I made to the weights, but it's a good omen either way. Even in 0.6 - 0.7 it seems that the Altarians are much more powerful than they used to be previously. Alt

735 Replies 1,238,954 Views

[quote who="Hereward_Hills" reply="46" id="3572007"] Quoting Wer900, reply 45 Hereward, are you going to add in ideology-based planets? It would be great to see a source of ideology points that doesn't require continuous colonization. So far this mod only adds natural planets. I have given

80 Replies 302,956 Views

[quote who="marigoldran" reply="87" id="3571076"] Quoting maniakos, reply 85 And now that we don't need durantium anymore for hulls what should we do with it? The stuff's all over the place!! ffs... You trade them to the AI like junk bonds

735 Replies 1,238,954 Views

.The pop:prod curve needs to be logarithmic to greatly diminish returns at ridiculously high pop. The current 2*x^0.7 formula just doesnt flatten off well enough IMO. The current v1.1 "straight line" of 1 pop = 1 prod, I think is simply ludicrous. I personally don't think so; the 1:1 curve (which is currently used) ensures that tall empires remain as viable as wide empires if managed properly. The game is currently balanced far too much in favo

70 Replies 1,770,400 Views

Perhaps you should add the following types of worlds: Pilgrimage World: A planet with cultural, scientific and religious artifacts from eons ago, representing the pinnacle of that civilization's achievements. (+10% morale, +10% research,, +10% Influence, +1 Benevolent ideology per turn) Neutral World: During the wars of the older races millions of years ago, this planet was looked upon as hallowed neutral ground. (+25% Influence, +1 Diplomacy, +1 Pragmatic ideolog

80 Replies 302,956 Views

[quote who="marigoldran" reply="56" id="3570231"] AI colonization is actually really dumb. They send literally ALL of their slow moving colony ships in one general direction. This might be something Brad has to work on. The whole "sector" concept. [/quote] I think that very fast (7+ movement) early-game blueprints ought to be built for AI colony ships. I use them to great effect in order to evade pirates and rapidly colonize m

735 Replies 1,238,954 Views

[quote who="naselus" reply="53" id="3570222"] I already made terraforming projects repeatable. Not sure how the game would handle a planet losing spaces if they're occupied, so no to negative quality - but a small (-1-2%) negative growth modifier could certainly be considered. [/quote] I guess I'll try negative quality out on my own, and see how it works for occupied space. If it works, then great. In the meantime factories should negatively impact growth (the genera

735 Replies 1,238,954 Views

[quote who="naselus" reply="48" id="3570215"] Quoting Wer900, reply 47 In order to reduce growth rates it may be a good idea to add a death rate (or just negative growth rate) as well as a growth rate. Buildings like Hospitals should reduce this death rate while military-related improvements and random plague events could increase it.

735 Replies 1,238,954 Views

In order to reduce growth rates it may be a good idea to add a death rate (or just negative growth rate) as well as a growth rate. Buildings like Hospitals should reduce this death rate while military-related improvements and random plague events could increase it.

735 Replies 1,238,954 Views

[quote who="Moogle65535" reply="2" id="3569322"] Most of us simply want Sector lines like GC2 had even if for no other reason than getting around a large map without needing landmarks which sometimes aren't readily present, i understand how it would look horrible or possibly more difficult to implement with hexes but as a toggle-able option those of us that want it wouldn't care too much. Yours is not a bad idea(i agree with for7676) in and of itself, although not something in wh

4 Replies 9,355 Views

A future patch or expansion to GCIII should introduce the concept of sectors or administrative regions to the empire in order to speed up management. Each sector should have a Sector Capital instead of a regular colony capital, granting additional productivity in exchange for greater maintenance (so it would not be viable to spam sectors), and all planets organized into sectors could gain productivity boosts based on their distances from the sector capital (much like shipyards gain production

4 Replies 9,355 Views

[quote who="DARCA1213" reply="3" id="3566197"] Race traits and relations have a part in it. If they hate you enough they won't surrender to anyone. Some also have a hard time giving up. You can expect players to play the game but understanding the root if the AIS reasoning is another and it leads to confusion about bugs and things that just need tweaking or understanding. DARCA [e digicons];)[/e] [/quote] That's true. The Krynn hate me f

4 Replies 20,328 Views

I believe that AI decisions for diplomacy are based purely on relative power (faction, military, industrial, economic, etc.) rather than on actual results in a war. In my current game, the Krynn do have much greater power (850 to my 505) than I do, but have failed to appropriately use it. They rarely form fleets and their transports are often undefended (or defended by only one, rather unbalanced ship); only on one occasion have they taken a world from me (a world they originally settled, whi

4 Replies 20,328 Views

I'm currently playing as Terrans on an Immense map, normal difficulty, abundant everything with 8 opponents. I had the misfortune of starting next to the Krynn Consulate who were on a "war frenzy" at the time I met them. About 10 turns into our meeting, the Krynn declared war on me due to their much greater faction and military power relative to mine. At first they were able to destroy a few of my fleets, however as time wore on I could design the fleets to take on their ships quite easil

4 Replies 20,328 Views

Vassal states and occupied territories ought to become a feature of the game. A race which is forced to forfeit full sovereignty, but is nevertheless not totally annihilated ought to be able to make offers to become a dependent state or protectorate of a large empire. These vassalage treaties would last 100 turns (depending on game speed) and would be renewable, with certain conditions imposed on the conquered state (no ships allowed above a certain size, no transports allowed, diverting a %a

12 Replies 16,074 Views

[quote who="ForesterSOF" reply="1" id="3553994"] It can still happen. If there was non-adapting immigration added to the game a planet could flip faster. [/quote] Citizen races are not going to come in the base game or a patch it seems, even though they were commonly requested about a year back. Perhaps in the first expansion they will come.

6 Replies 30,476 Views