[quote who="General Pants" reply="23" id="3670893"] I have a sneaking suspicion this strategy is going to get much more difficult in Crusade. However, it sounds more like my fleets of fast, powerful ships will simply be more expensive. I would rather see the AI update older designs, build enough SWACs to actually see the enemy coming, and at least have the option to forgo the large, out-of-date, static planetary defensive fleets. Maybe that could depend on how aggressive they are, or how
lyssailcor
[quote who="FlashXAron" reply="22" id="3670892"] GAMEPLAY -> for god sake, please let us choose where we want to LAND our colony ship, it is a joke, that it is random atm and one of the worst things ... Captain of the colonyship: oooh look we will land on this salt lake and settle here, even some 100 km away are water, fertile ground etc. [/quote] +1 or rather +100 ;)
Speaking of privateers: what about the normal pirates? Did they get an overhaul too?
I do everything you do, plus since there are administrators marking spots for mining starbases that can mine several resources. I play always insane maps, so it's easy to lose track of things ;)
Wasn't there an announcement of a Resources Dev Diary after no. 4? Apart from that: if you have around 25 citizens all together in an average game and given the fact that you won't train everybody as Spy, isn't sacrificing a spy a very, very large investment that would only be a last resort in dire times?
[quote who="00zim00" reply="1" id="3669799"] Its working as intended, each tile has a value which determines how hard it is to transform based on the continent map. On higher class planets all the lower value/easy to transform tiles are taken first by the planet class leaving only harder to terraform tiles which require the better tech. Whether or not this is a good thing is debatable, but its been brought up before and that's basically the extent of the explanation we wer
[quote who="jirkaesch" reply="67" id="3669703"] Quoting lyssailcor, reply 65 But if that mechanic is brought back it would only be reasonable (and fun) to be able to assign escorts to your mini freighters, otherwise raiding would be too easy. What do you have your fleets for, my friend? [e dig
But if that mechanic is brought back it would only be reasonable (and fun) to be able to assign escorts to your mini freighters, otherwise raiding would be too easy. And pirates should be made more "piratey" as was mentioned in others threads for a long time now.
Agreed. ;)
Hm, but where does the military strenght factor in those calculations? After all I see myself and have read that plays not a small role in being "ripe for conquest" or not ...
That's a good question. It seems the AI is building up a huge military force from the start, however it does that (playing always on gifted), and since I postpone building my military until a threat arises ( so that I don't have a lot of outdated ships which are too expensive to upgrade), I always get the "ripe for conquest" condition nearly from the start and usually around until I defeat my first opponent.
I hate constructor spam and so principally I like the Administrator system, but I agree that it should be a game setting how much Administrators there are. But as Hormevore says Crusade will change that a lot, so we will have to wait and see ...
Hm, ok, I will see how it goes. Thanks again :)
[quote who="Horemvore" reply="16" id="3669357"] Get Tourism and Trade asap, boost your influence on all Planets, the more you have the higher the Tourism income. Myself I build a few wealth worlds as a buffer. The Maintenace reduce techs are actually quite potent if you get them all. [/quote] And don't forget to establish trade routes.
[quote who="Horemvore" reply="1" id="3669354"] Alliance is not an Alliance in GC3, its just for the Alliance Victory, its miss named tbh. You can however get them to join your war but you will have to "bribe" them. [/quote] Hm, thanks for the answer, I feared that much ... When I bribe them, do I have to expect that they give up on that "forced" war after a couple of turns (as it is often the case in 4X games) or do they really help me?
I have played a great many games, but most of the time only until I defeated one or two factions, because then I was so far ahead that I lost interest in the game. So I never paid much attention to alliances. But in my current game I managed to become second best after defeating the first AI, but the best AI has the quadruple power rating than mine (about 22000 against my 6000). So I allied with six other AIs until the most powerful AI declared war on me. But now I have to fight alone
Thanks :)
By definition Crusade already must have been released then since Frogboy promised a dev diary "every week until release" ;)
Just that (since yesterday) ;)
[quote who="jvdouglass" reply="50" id="3669157"] Quoting Publius of NV, reply 49 Can you make that mod available, or at least describe what changes you made? Thanks. add Code: xml <br /
That's at least not normal. But I cannot remember that I have seen something like that in my own games so far. It may be a bug, or it may be something else we both don't think of right now. GC3 is a complex game so it's hart to have all mechanisms in mind all the time ;)
Hm, shipyard production spills over so that when you build a couple of small ships that have less manufacturing cost than the shipyard has production capacity the not used capacity accumulates and will be used when you build a bigger ship that is then completed much faster than the numbers on the left state. Whether that's the case for you I cannot say, it depends on what you built before your first Corvette.
[quote who="mortili" reply="5" id="3669006"] Are there that many people who play with techtrading on? [/quote] I do also. Would take an essential part of the game away if I disabled that.
Has a lot of good points that we see in GalCiv III also ... ;) To address another issue of the original post: To be able to effectively mod the AI all triggers (what causes the AI to take action) and all actions (what possibilities does the AI have if triggered) would have to be accessible via XML and it would have to be able to write scripts that use those triggers and actions.