@ jackh1992 I haven't played too many games.. only one with crusade, I managed to colonize 28 planets on huge map (with standard number of civs), I thought it was too many (too much mi
matezzo
Yes, this is probably the biggest issue of the ai right now. It has to taught to build better fleet, but I also think a mechanism should be in place to prevent certain strategies. Like using 24 speed transports to take out un-or lightly defended planets by dodgeing ai's slow fleets. ( I suggested that invasions should require an initiation turn, but this is an other matter). The small scattered fleets are useless, just as the planet defenders right now.
I played many strategy games before and the AI did not need this kind of advantage to be challenging. In civ4 the deity ai I believe had an extra settler/worker and like 50% production bonus and the game was very challenging. I noticed that it's a trend to put more and more features into the game, but the ai is not thaught well how to use it. In civ4 they made the features to be ai friendly (combat for example). in civ6 you have tactical combat (1upt) nice city district, but the
What do mean vica versa? I found the star (not the exact locations of the planets) I started to build my 3.-4. colony ships while my first two was already enroute. The ai's two colony ships were directly headed to the two planets and both beat my colony ship. Actually a second AI's colony ship was also headed to that system, but turned back once the first had colonized the system. It was on incredible difficulty. (I tought the ai need high production advantage during the game
To elaborate: AI should be given advantage, I just don't like how it is handled, specifically speaking about exploration cheating. I don't know if it's confirmed or not whether AI sees the habitble planets, I saw it did. When I play in huge galaxies it's ok, I have enough space to build up my empire, however I tried to play in medium just to get more intense, faster games. One game I met with an other civ with my survey.. actually it was 2 colony ships I met, not their sc
I can see the benefits of simple models, but what about just a bit more complex: production (social and ships): affected by square root pop + asteroid mines (but lesser rate as it is now) research: base research square root of population, not affected by asteroid mines, some research buildings would benefit from full population. wealth income and influence tied to pop 1:1. So high pop planets give much more money and influence, potentia
Agree on the previous points, especially on those concerning slower expansion in early game. Colony rush is tedious, but when available it's the best and probably the only good strategy for winning. (the other could be aggressive gameplay which i don't do, but i can see problems there as well, currently too easy to take planets) colonization should be harder, should offer less return in short term (really, it's too easy to find planets which overproduce the homeworld in
I agree with most of the points, in particular: - That I can build a single, blazing-fast transport, load it down with Prototype hyperdrives, and own the game. They don't destruct when you invade (and win the invasion). - Planetary invasion completely imbalanced. <p style="color: #ffffff; font-size: 14
Some suggestions to make the game better against the AI: based on Crusade 2.31 version Invasion: -current mechanics is bad.. way too easy to roll over the AI's planets. most of them won't have legions for defense. Which is understandable since legion's cost is high (way too high tbh, better to build a citizen, make it a general/promote and receive 10 legions). So the ai tries to defend with small scattered fleets garrisoned on each planets.. that's really useless
Would be an interesting idea if starbases wouldn't get destroyed in one turn. They would just get severly damaged, losing all their abilities until repair and during this stage enemy troops could capture it. Right now it's just too easy to blow em up.
I was thinking about how to balance out the early rush, to reduce the luck factor significantly.. For me as a builder type of player this is important, but i guess it will be important in multiplayer games too. i might make a topic about it as a mod idea one day, once I had figured out some details. Here is what i have so far : ((These are just ideas, and I'm not suggesting to use all these, just ways to balance out early game)) -reduce accelerated start, no colony ship, n
I like the idea of Tall vs Wide empires, where going for wide (rushing for as many cities/colonies as we can) is not the only wiable strategy. There should be strong mechanism for limiting expansion, but not hard limiting, just making it more and more expensive. The reason for this is to avoid the snowball effect. also managing many colonies can be painfull, i personally like to focus on fever systems, improving them as much as i can ("Tall empire").