I find the edge has a better early game because it ismsafer, but a worse late game because shipyard decay and long travel times and lost influence spread. By influence what I mean is that from the middle your influence goes in all directions each turn. From the edge it only goes toward the center and some is "wasted" by going off the edge of the map. If you make it to late game in the middle, game is over way too easy with an influence win. From the edge an influence win takes forever
GavinRuneblade
What is coercion and how do I know when it is being applied?
[quote who="naselus" reply="47" id="3623013"] Quoting Taslios, reply 44 I'd be cool with a 15 or 20 move max on any given ship... if there was a way to jump across the map strategically. Like the already-existing Starbase modules that do exactly this..? No-one uses them
One is the symbol of the player who owns the world. One is the morale of the planet. The middle one I can't identify though I've seen it vary from the manufacturing hammer and influence icons. I can't tell why it does this or what they mean.
[quote who="markmid" reply="3" id="3621782"] Set it to diplomatic victory. Its like conquest, only you usually set the terms for when it is over. I rarely ever finished games or got close before doing this, which is why I think stardock never get large maps submitted [e digicons];)[/e] , [/quote]Influence is another good one. But even so, I never do finish my big maps because the last few hundred turns are boring. Even with ai surrender turned on, it
[quote who="Tsathoggua" reply="15" id="3621860"] It's unrealistic to have your friends park a huge fleet in your territory without your permission. Hence, it is annoying! If Great Britain decided to send a tank battalion outside of New York City without permission (i.e. an open borders treaty), there would be all sorts of trouble even though they are a close US ally. [/quote]the thing is, we have options that fall in between "do no
[quote who="ManiiNames" reply="2" id="3621633"] I am happy to give Stardock my money. [/quote] I agree. I wish I had more money to give them. As soon as I get my tax return part of it is going to stardock ^.^
I can imagine a lot of ways sensors could be more exciting. Imagine passive stealth which can only be detected if your sensors exceed actual distance to the ship by X where X is their tech value. So fog of war might be pushed back and planets spotted,but warships could be invisibly defending until you get too close. Then active cloaking for invisibility until attacked. Or scramblers where your ships appear offset to a tile X squares away from your actual location, the more ships with
There are three ways this happens in game already: One of the ufp resolutions is all ufp members gang up on the exiled race. One of the ideology powers makes anyone who declares war on you get ganged up on. Players can actively use diplomacy to convince multiple ais to go to war in one turn vs the same enemy. But none work as the last resort you are proposing. I think it would be a useful addition to diplomacy.
[quote who="Gaunathor" reply="3" id="3621245"] My home world is set to "manufacturing focus" and "military subsidies." The Military Subsidies project sets the spending to 100% Military Production for the planet. [/quote] actually, if I understand correctly, the way militarysubsidies work is anything left after social projects are completed goes to military. So if your world is making 200 production and your last turn of an
[quote who="Mystikmind" reply="8" id="3621335"] 12.... AI's sending colony.... 'colon' ships deep up the players ahem,,, is a fine tradition in this game and pretty much every other strategy game that involves the deployment of colonies. I don't know what the attraction is? possibly those Aliens that 'probe' humans are really just robots from the future who have evolved on this desire to shove things up humans??? lol [/quote] The specific thing
This seems like a logical function of teaming. I'm surprised it doesn't work this way already.
[quote who="Ericridge" reply="15" id="3620918"] If i remember correctly, there's a Precursor world that comes with base influence of 10 or 20. I had three influence starbases around this planet and, let's just say that planet brought the nearby planets under my influence. Fast. [/quote] That could be. I don't have any dlc so I don't know about those.
[quote who="neilkaz" reply="1" id="3620768"] 2) I don't quite understand it either. Sometimes when I mouse over a hex near AI zones of control it tells me what % influence I have and what % they have, and other times I see nothing. Devs or those with more experience can hopefully explain. [/quote] to view comparative influence totals you cannot have any ship, base, etc selected. Also you need to point at an open tile not a base or fleet. I don't know the formulas for
[quote who="averagedan" reply="10" id="3620811"] @Gavin - my idea about the terraforming, I said combine the two - you would still only be able to build the improvement in the correct squares just with fewer mouse clicks! [/quote]I'll add some screenshots later to show you what I meant more clearly. My comment was just a caution to any dev that might like your idea. [quote] As to having more worlds I normally get about 8 or so in the initial colony r
Cheers to the team!
Thanks!
Thanks again!
Interesting. I am ranked 1,157th. It only tracks the games I did to unlock achievements so far. I guess because most of the time I don't play until I hit the victory screen, only until it is impossible for the ai to recover, then I start a new game. By the way, my compliments to whomever added the flair to the gnn universe report page. Makes the statistics more fun to read. And now I can finally compare my own stats to the general population.
Add my voice to the chorus. I'll also add, I cannot read the non-tree ui at all. Like, literally I cannot tell what my choices are or what I already have.
7 & 8 sound very interesting. I would love to try out those changes. 9) skirmish, rather than all out war. I have recently been experimenting with small scale conflicts. Declare war, hit a couple choice targets, bribe my way to peace. Rebuild, give gifts, repair rep, do it to a second enemy. This works best with #10 below. I will say, this is my biggest wish of all changes for the AI. The player has to use bribes to end a war and sometimes it's not possible at all. But if we c
I thought hives were thalan tech tree and slave pits are drengin. Who gets both? Thanks for those tips!
Threads like this make me think I'm not even playing the same game as everyone else. UI: On the UI suggestion you had for terraforming, do keep in mind that every terraforming technology has different placement rules. The higher level ones can be used on a larger selection of tiles than the lower tech ones. On some high quality planets the two lowest tech terraforming usually can't be used at all because all valid tiles are already unlocked. So implementing the 1-click
Not exactly the same issue, but is there a way to permanently delete all the default ships? And how do I delete every ship design I have made during a game at the end of a game? I really hate how ever time I invent a new tech some 10 to 40 new ship designs clutter my starbase UI. I'd rather have no designs at all and redo them each game. @gauntlet03 I see you say "go into your designs folder" but where is that? Can I safely just delte EVERYTHING in that folder?