https://en.wikipedia.org/wiki/State_capitalism "a state capitalist country is one where the government controls the economy and essentially acts like a single huge corporation" Sounds familiar? I think it's an interesting thought. Even if the Iridium may originally have been just a corporation in a free market economy, if they basically own the planet
hardcore_gamer
[quote who="naselus" reply="40" id="3574859"] Quoting hardcore_gamer, reply 38 A society that rejects the idea of ownership and embraces some kind of socialism, won't be able to industrialize. Yes, Communist Russia famously failed to industrialize and would never have bee
[quote who="Empress_Fujiko" reply="32" id="3574826"] Since domination of the galaxy is the goal of the game, the mere existence of other factions is against your interest. [/quote] No it isn't. Have you forgotten that the game has a diplomatic victory? And that you can benefit from trade with other empires? [quote who="Empress_Fujiko" reply="32" id="3574826"] If you start wars, no matter for what reason, yo
[quote who="Gauntlet03" reply="30" id="3574788"] It CAN make sense because different species will have different inherrant points of view. Some will not see this as a provacative act, some would. Hence my recommendation that their be a personality trait (I'd call it Territorial), as this will allow for creative application. Terrans (us) are clearly territorial, and should thus NOT be mad at you for destroying some random colony they or anyone else made in your backyard.<br
I think I heard it somewhere that once political parties get added again it will involve things like cabinet ministers or something.
To those who claim there can't be borders in space...you do realize this is not the main point right? The point is that if another faction does something that is blatantly against your own best interests such as colonizing a planet in a system that already has another planet you own, then it makes sense that the player would see this as an aggressive act and respond accordingly. Nations defend their own interest. It doesn't make sense that a faction can do something that massively goe
[quote who="admiralWillyWilber" reply="1" id="3573859"] I disagree a robotic society would have fewer options like in color and what not, but most industries are improvements on a lesser product. Like why did the soviet union, or china have an economy. [/quote] The Soviet and old Chinese economy are actually great examples of how a command economy doesn't work. They were terrible and extremely poor. Since the Yor are robots and are willing to work for the collective goo
Why do the Yor have high bonuses to economy and research? I guess the idea is that since they are robots they are suppose to be super logical and straight-forward. But the thing is, it doesn't really make much sense to me that a robotic society would have a strong economy and impressive research abilities. If anything, they should be LESS rather than more adapt at generating wealth and researching things. The reason is that robots unlike sentient things are too cold and calculating to be
I am about to try and change this but I can't find the file. Where is it located?
[quote who="AChallenge" reply="1" id="3572573"] There are a number of these threads already. Do we really need another? [/quote] I haven't seen any other threads about this.
Right now I feel that building super shipyards is largely a waste of resources because you can only built 1 ship at once, which means that if the production ability of a shipyard is greater than the cost of the ship you just waste your production. It should be possible to produce more than 1 ship each turn. So if your shipyard has a production of 100 and a ship costs 50 production then you should be able to build 2 of them at once.
I disagree that getting war tech early is useless. I agree that you should MOSTLY invest in economy and research at the start, but if you neglect war tech too much you will have to research it from scratch later on which means that if you end up in a war you will be at a disadvantage. It's worth it to research war techs even during times of peace simply so that you don't fall too much behind.
[quote who="Moogle65535" reply="1" id="3571254"] GalCiv3GlobalDefs.xml You would be looking for this GoodsAndServices Colony &n
I have so far played with only custom factions that use the patriotic trait so they can ignore the large empire penalty. Problem is that the mechanic isn't designed well in the first place since it doesn't scale with map size which makes playing on large maps hard without the trait and it also makes the trait OP. Is it possible to mod the penalty into something else? If so then: 1. How do I do that? 2. What would you set the limit at assuming I only play on the
[quote who="dansiegel30" reply="12" id="3570819"] I like the idea of having to destroy enemy starbases prior to invasion, to help prevent rushing a planet. Your mod however doesnt force the AI to do so? From your tests, have you seen the AI bypass your SB based ground defenses, and get wiped out, losing quite valuable population? I know the human would understand the concept while on offense, and clearly recognize their need on defense, I'm just not sure if the AI w
[quote who="dansiegel30" reply="3" id="3570904"] According to shiphullstatdefs.xml, it appears that the larger the ship, the less natural acceleration it has. That can obviously work against you if you have a mix of ships however. Besides other typical modifiers, I dont see any relavent differences between the ship classes. However, it looks like it would be quite easy to mod in a natural jamming capability for each ship hull, making smaller ships
What is the advantage of making smaller ships very fast? Will they get hit less often because of their reduced speed?
I was wondering, are any advanced fleet tactics possible? For example let's say you create 2 fleets that have the same amount of overall firepower but use different kinds of ships, where 1 fleet uses only large slow ships while the other uses a combo of a few large ships and then some smaller fast moving ones. Does this make any difference in battle? Are faster ships more likely to avoid getting shot for example?
[quote who="dansiegel30" reply="6" id="3567231"] As said all too often by the devs, ZOI is NOT zone of control. [/quote] And yet, you get big diplomatic negatives for having your ships inter into other empires zones of influence. And yet, there is a "open borders" treaty that allows you to enter other empire's zones of influence without penalty. For all intents and purposes, zones of influence are borders. Simple as.
[quote who="marigoldran" reply="4" id="3570233"] Once they balance things, they can hard code in actual AI strategies. I understand their plan: the issue is players are MUCH better at finding good strats and breaking the game than Developers. So the plan is to make a reasonable game first, see what the players are doing AND THEN code in the high level strategies for the AI. [/quote] Isn't this what the purpose of beta testing is? Where lots of
[quote who="sophontteks" reply="1" id="3570211"] I think the deal is that the AI is going to be good. Its not good right now. [/quote] Oh, how often I have heard game devs say things like that!
I have been told that the AI for this game is suppose to be really good. Well, perhaps it is when it comes to economic and diplomatic AI, but not war AI. It feels like I am playing Civ 5 vanilla all over again, with incompetent passive AI that doesn't organize units into fleets properly and doesn't attack in any real force or in a organized way. So far I have destroyed almost 2 factions in my current game with ease and lost only 1 planet because it was undefended and a single enemy tr
[quote who="dansiegel30" reply="5" id="3570028"]Speaking of your scenario, a few games ago, all of the "bad guys" had the most votes, and the good guys all left the UP [e digicons]:)[/e] [/quote] lol, similar thing happened in my current game. The altarians are the most powerful empire except for my own and because I am the head of the UP and at war with they defied my UP resolution and left. Even though the resolution was merely about giving everyone extra trade routes and ev
[quote who="naselus" reply="5" id="3569987"] They're tricky to do right tbh. Get it even a little wrong, and they become tedious and annoying distractions rather than useful; and while you could just put them in the event log that way turns it into another piece of administrative busywork rather than a cool, immersive feature. The simple fact is, even when this idea was done well (MOO2 and GC2 both managed it), the information itself just wasn't that useful - and if it WAS useful
[quote who="NightshadeXL" reply="3" id="3569977"] The minimum speed or minimum armaments on transport ship options are highly favorable to evil empires. The sharing of wealth is also favorable if you're massing ships and they're all trading. You just have to change your playstyle to make use of the resolutions. [/quote] How exactly is it better for evil empires to make sure that all the other factions are better armed? That resolution