I really hate to agree, but I completely agree. The ai clearly knows when I am weak, Might even declare war, but never follows through with the curb stomping.
leiavoia
It isn't perfectly random looking but I'm totally okay with it. Even if it was 1 out of every 10.
[quote who="tid242" reply="18" id="3681538"] Quoting rthompsonsr, reply 5 So how do you continue to colonize once you get past 10 admins? I know some more admin points can be gained with research, but not nearly enough to sustain an expanding empire that needs admins for colony ships, let alone a defense fleet.
If citizen appearance scaled with empire size in any way, it would just help snowball you to victory that much faster.
The resource missions mod is wonderful and should be part of the base game. The ai even makes good use of it. I've had several galaxies that were completely missing some resource or another. Usually it has to do lack of black holes, asteroids, or nebulae. You probably won't see those scenarios unless you set the map generator to rare or random for those elements. My current game in a large galaxy has absolutely no elerium. Zilch. My last game had no durantium which meant you could not
Don't freak out just yet. Let's see if we can get some developer feedback to make this work. Try the chat area at discord: https://discordapp.com/channels/299942486095167489/300422711140810753
Synthetic food : If robots capture a planet with cities or food production buildings, the global food resource counter can be non-zero. Cities should not continue to consume food and farms should not produce any.
There should be a building that allows you to "build" admin points, much like the ideology buildings at 0.1 per turn. This might be a good side benefit for underutilized buildings like the consulate or embassy.
Race A paid me to war with Race B. I invade a planet of race B. Next turn the entire galaxy declares war on me, complaining about being tired of my "illegal trade". I note that the invaded planet had a trade route with Race C. I was not aware invading such a planet would have such weird knee jerk reactions. what gives?
Yesterday a civ surrendered to me because I was the only person who was ever nice to them. That was pretty cool. ( I didn't tell them I already had transports on the way over )
The sticker price of games has stayed the same or even gone down over the last 30 years. I remember paying $35 for the Legend of Zelda in 1986. That fact tells me that the current crop of game purchasers include a lot of spoiled brats with entitlement issues. I would prefer to pay more for a solid, bug-free game, but i understand i'm in the minority and that its a tough market to swim through.
[quote who="Gauntlet03" reply="13" id="3680875"] I'll be that guy... I think making SB's universal is a terrible idea. It removes the need for choice... choice being the only agent of interest a game like this has, thus its rarely a good idea. It just makes things too easy in an already fairly easy environment. Admins are plentiful if you work at it, and Econ SB just need a small stat bonus at most to be competitive... just fix the stats. [/quote]no prob
If we go this route, it would be nice if a base vanilla starbase was a soft squishy target for early plundering. Military modules would be required to beef it up. That would make military modules useful and get around the invincible starbase problem the current game has.
Realism aside, even if the only thing to shake out of this is HUGE STARS, that's still worth putting out there. I would like to see a 26-hex star Perhaps publish in phases?
Because software development is a messy business and its easier to just do nothing if it isn't hurting anybody.
[quote who="snarfo67" reply="10" id="3680793"] I'd like to toss in a request for this as well. I don't have resource/playability issues on most of my computers, but I just prefer to play the game in its entirety using the zoomed out iconography. I have nothing against the pretty stuff, but the game is more playable for me when I can see more stuff onscreen with clearly delineated borders. Maybe just add a checkbox to entirely disable the pretty graphics or add a slider to change the rend
Thanks for a mods. Fixes a small but annoying thing.
This is an extremely helpful mod on smaller maps. The last Large galaxy i played without the mod, there was absolutely zero Durantium anywhere, and only one antimatter. It basically crippled colonial development and ships designs for the entire galaxy.
Synopsis : Let's dump the "pick a flavor" starbase design mechanism and move to a universal starbase design that lets you bolt on whatever you want. Basically: Get rid of starbase "types". Everything is a module. Details: Crusade has done a good job of dropping constructor spam. I'm recommending we go one step further and drop the starbase "types" as well. The concept of choosing a starbase type
[quote who="Badbonez" reply="7" id="3680719"] Quoting Taslios, reply 2 What difficulty are you playing at? I've never seen a Home planet so poorly built out.... Gifted - my next game will be godlike because so far, this has not been a challenge.<
The colony rush would disappear if there was an early game way to capture or destroy colonies.
You should see "Aid ..." options at the bottom of the list to choose from. You get some additional options as technology improves.
I mentioned in another thread, but you might try like I do: set minor races to zero on galaxy setup, then select a major civ to play against but specifically set it's ai to "cakewalk" . This will give you a full blown civ you can trade with and talk to but that is specifically gimped. They end up becoming invasion fodder for larger races. if you wanted to go further, you could reduce their race picks, change their starting cash to zero, and set their ai priority for expansion down to
Aside: please don't put "amber alert" in the title unless it really is one. It's a serious thing.
Stinger missiles make a handy resource free weapon.