For example, if I can group planets into different control groups (Control Group 1, 2, 3, etc) and change the production wheel of each GROUP of planets it would save a TREMENDOUS amount of time in micro management. The problem right now with the production wheel is that it's ALL or ONE. So as a result to optimize play I have to change each planet's production wheel separately depending on the planet type. I'd much rather be able to just change the produc
marigoldran
How many colonies did you get compared to the AI?
[quote who="Larsenex" reply="4" id="3576074"] On insane maps I am regularly at war before 20% of the map is revealed. I will often have an AI DOW me and I will be put on the defensive till I get PI. Invasions will get MUCH harder once Stardock gets to looking at it. Currently resistance does not do much nor does planetary defense. However, this will change likely next month. You will need to get invasion techs and the AI will defend MUCH better than it currently does. &n
Downloading. Is it possible to script the AI to prepare for war prior to declaration? That's the next big AI issue. If the AI can be programmed to make surprise attacks with ten maxed out fleets (and a transport with each) at a time that would be something.
[quote who="naselus" reply="8" id="3576134"] That doesn't account for social development. An empire with 1000 raw production and no buildings is a lot weaker than an empire with 1000 raw production and top-level infrastructure. Besides, I do think that influence and traits should have some representation - influence can make you largely immune to invasion and traits are very powerful too. I'd also be rather tempted to buff treasury score rather than abandon it; being able to rush
Change FactionProductionPoint to RAW Production. Change BattleRatingMultiplier to 0.0001 (add an extra decimal space and then halve it). Change tech multiplier to 0.15. Make everything else in the list to zero.
You're right in the sense that the game has too much fluff. The goal of the game is actually really simple: build colony ships and colonize worlds. Period. That's all you have to do. Choose "Terran race," and on every new world rush build a shipyard. Then use that shipyard to build more colony ships. Let me repeat that: PUT ALL OF YOUR ECONOMY INTO MILITARY PRODUCTION AND BUILD COLONY SHIPS AND COLONIZE WORLDS. DO NOT
The problem is the power scoring system itself. It overweights things like influence and current military power. And it significantly underweights potential military power (production especially). Also, the AI needs 3x the power of a human before it can declare war on it given the difference in tactical ability. Any evaluation system of relative power should be based on RAW PRODUCTION X 20 X AVERAGE MODIFIERS ([Research+Money+Production modifiers]/3)+
Any way to change that?
1. This was to fix an abuse where the player would make a long-term deal with the AI, take all of their stuff, and then declare war on them. 2. Yes. LEP needs work. Change it to -0.2 money/planet and it would be MUCH better. 3. There are bigger issues than this. Not a huge deal. 4. The game was never designed for multiplyaer.
Fleets built with the Hyperion upgrades, the jamming and accuracy devices, and with more logistics can clean the floor against fleets that don't have it. Unfortunately, you tech so fast that it's almost ALWAYS better to wait for the next line of techs before building up your fleets. Combine that with the fact that the AI dithers for 20 to 30 turns after declaring war on you means that you have more than enough time to research the necessary techs so that
That way the AI will automatically build ships that will move more than 6 steps at a time. Is it possible to create a mod that changes basic ship blueprints that the AI uses?
Diminishing returns. On maps with lots of planets, invasion IS a loser strat until almost all of the worlds are developed.
The problem is the way the game calculates strength: it puts too much emphasis on CURRENT military strength and not enough emphasis on POTENTIAL military strength. For example, the AI with a ton of ships (because of Malevolent Lvl 5 Free Overlord Ship) will think a human with ZERO military ships is a pushover. Unfortunately, the human is on twice as many colonies as the AI with twice the productive power and twice the military technology. So the AI declares
Ascension crystals affect RAW production making them vastly more powerful than the other types. I'd argue 3% at the most. The problem is I can stack the xeno archeology modules on them, meaning that a single ascension crystal even at 5% bonus can provide +20% to RAW production.
Oh. Huh.
Ships are the same regardless of building from planet with those two Hyperions.
Play with Naselus's Insane/Abundant mod. Makes the game much better.
Ascension crystal bonuses too large for non-ascension victory games. Change bonus down to 2% like everything else.
Tech is very late in the Krynn tech tree after Jihad. The Support Module doesn't show up anywhere.
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WHEEORN is a Civ IV concept called "We Have Enough On Our Hands Right Now" meaning an AI is preparing a big giant army to declare war on someone. In other words, Gal Civ AI needs a "War Preparation Trigger" where it starts massing units and transport ships BEFORE declaration of war.
The first 100% bonus on research, manufacturing, or economy should be 100%. For example, 3 factories with the correct adjacency bonuses should provide 100% bonus to production. However, if you build a 4th factory on the planet, instead of providing a 25% to manufacturing, the 4th factory will only increase manufacturing by 12.5%. In other words, each factory past the 3rd one is half as effective as the first three factories. Once you get a base manufact
A significant part of early game expansion should be the conquest and utilization of space resources. This would add a lot more depth to the game than "build colony ships, build marketplaces, build more colony ships and marketplaces, etc etc." The problem right now is that Durantium refineries and Thullium data archives and Promethean whatever are too expensive to build and not worth it. If you make them the cost of the basic buildings (like a factory) this would ma
Make Durantium refineries/Thullium Archives and those other special buildings a lot cheaper (change them to cost of a factory) AND encourage the AI to build them. I've noticed the AI loves getting mining starbases early on. Unfortunately those starbases are totally useless for most of the game. Consequently, by making the refineries and special buildings cheaper, it would leverage what the AI does anyways. In other words, instead of fitting the AI to the game, fit th