Gauntlet03

Gauntlet03

Joined Last seen Member # 847148
89 Posts 1,666 Replies 2,484 Reputation

Here is the first new colony event... 1) New pictures when I have something appropriate. 2) You don't know what Ideology Points will be awarded. You'll find the order of choices are not consistent (benevolent (Egalitarianism) is not always first, etc.) 3) There are actually three versions of this event with different options and should make it harder for player's to memorize the Ideology bonuses. 4) Some choices provide 10 points in one ideology and 5 in anothe

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Well I just finished all the abilities and converting the icons/etc. Egalitarianism: Proselytism, Intellectualism, Equality, Cultural Diffusion Survivalism: Nobility, Obedience, Militarism, Enhancement Individualism: Democratic, Attainment, Independent, Hedonism Hopefully each of these has a little "good" and a little "evil" in them. For example, Attainment is basically greed and corporatism, Democracy actually has a Plutocracy point... Hedonism

113 Replies 137,442 Views

I'm a firm believer that as technology advances the benefit of population to create anything other than consumption and woe dwindles. I'm quite happy that population is counter productive... its actually kind of realistic that way. Still I get the point that... why bother having cities and farms if its counter productive? and it could use a small boost, or other mechanic to justify it.

37 Replies 91,405 Views

Hey there! Thanks for the feedback... which helps because its very early into this process. Still, I'm quite happy with how things are shaping up and it should break up the incredibly immature good-vs-evil dichotomy that exists. Now as for Command Economics... there is no diplomatic penalty? There is a gross income penalty. Essentially... you are proceeding with a command and control economy ala Communism... now granted in real life this failed miserably in the soviet era for a few re

113 Replies 137,442 Views

The work continues... I've now finished the Egalitarianism and Survivalism pyramids! These replace benevolent and malevolent. I discussed how Egalitarianism isn't always nice... well now you can see how Survivalism isn't always "crush the slavelings under our heels!" <img src="https://steamuserimag

113 Replies 137,442 Views

Yeah... I just think that if I can relocate Garrisons freely than there are few or no consequences to my decision as to where to put them. I'm fine if returning them to a pool has a industry cost... thus costing time and opportunity. Prevents you from shuffling that legion across the empire too easily. Also I think of legions as spear-tip forces that can descend on one point of the planet, whereas Garrisons, being the same amount of manpower, but having to be capable of

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Nope. Thats plus morale. Communism makes ppl happy in that chain... It might have something to do with the pills or the not being human (necessarily). Good feedback, I'll cut the leaders down a bit.

113 Replies 137,442 Views

Haven't decided yet on diplomacy relationships... It's definitely moddable to a certain extent. Maybe ill leave it in, but half the effect? We'll see. It's certainly valid that a civ just dislikes Anyone who doesn't prioritize their primary beliefs. Regardless of what those might be arranged to.

113 Replies 137,442 Views

Egalitarianism Chains... Hopefully you can see that these are not "Benevolent" ... Cultural Diffusion, which aims to equate alien citizens with one's own... is insidious, Curiosity becomes callous, and Equality ends up stripping children away from their parents upon birth at level 4... but on the other hand has incorruptible leadership (lol). Cultural Diffusion: Economic Outreach: 2 Freighters, 1 License, -5% Colony Income Borderless Trade: 2 Freighters, Share

113 Replies 137,442 Views

I've taken it upon myself to rebuild the Ideology system... it'll redo all the traits and eventually galactic events as well. Goals: 1) Remove the "good VS evil" dichotomy. The three branches will all have moral ambiguity and represent more nuanced ideas. 2) Each chain, if pursued, will have great benefits (duh) but will also include minor penalties. 3) Relatively balanced chains. 4) Removing the color coding (which creates a bias) and hiding the

113 Replies 137,442 Views

Yeah... I was talking about the background images... found them though, they are in GFX/Events How about the label buttons on the top? I'd love to relabel them from the standard benevolent/malevolent/pragmatic as I'm redoing the entire system.

2 Replies 12,651 Views

Not possible, such projects were removed in Crusade. Think of it this way... civilian facilities for constructing buildings commodities just don't readily manufacture useful military grade materials and components for spaceships. Basically, in Crusade, you specialize a planet by the buildings you choose and you can't turn your economy on a dime anymore.

7 Replies 35,102 Views

Whilst I haven't tried to do this in crusade... Previously this was very buggy and inoperable. Basically your ship designs with the new hull type would forget the new hull type and become a standard size upon saving and reloading the game or closing the game and reopening. Some other weird behavior too.

2 Replies 7,234 Views

Are Red Giants so damned white and yellow in real life? Wowsz? But seriously, though, great mod and works really well! Its cool to see the stars in a closer to accurate sizing! It definitely makes me anxious to play small maps with large numbers of stars though lol! Looking forward to your future work on making map generation a little more sane with the larger stars?

15 Replies 29,543 Views