marigoldran

marigoldran

Joined Member # 5438169
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The AI is actually doing ok. Noticing the 5 planet AI is expanding, now the average number is 12-15. Still, I'm on 62 planets.... Of course I specifically designed my race so it can expand a lot. With a more "normal" race I'd probably be on 40 planets.

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Actually this is working out quite well. Managed 60 colonies, economy running -500 deficit on 100% research despite Krynn maintenance temples and -20% maintenance buff. Keeping afloat economically by trading for money from the AI. Currently have 14 turns of non-bankruptcy. Turn 40-50 or something like that. The AI is expanding slowly. Average of 15 colonies each. I'd like to expand more but I'm not sure I want to. AI needs to value mo

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Some of the AI are on 5 colonies by turn 31 on God-like difficulty The AI should be aggressively building colony ships in the early game until the number of colonies + number of colony ships = 40. In other words, the other strategies shouldn't kick in until this happens. After hitting that trigger, THEN go into build-up mode followed by another wave of colonization. Diminishing returns for colonization only starts to kick in around the 40th colo

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Make population to total production multiplier significantly lower (easy change), lower automatic production from colony capital, increase bonuses for higher tier buildings and suddenly the AI economic strategy isn't as bad. Instead of increasing research and manufacturing costs (which is pretty difficult to do) just make everyone's empires less productive across the board. If we cut total manufacturing by a third, that's equivalent to

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In the latest I chose the Krynn tech for obvious reasons. Wealth + Colonizer. Colony spam is still doable... up to a certain point. Key is getting accelerated growth +0.1 pop with Growth trait bonus so all colonies gain +0.3/turn. Playing suicidal btw, though I gave myself two initial techs at the beginning and changed colony modules back to normal size.

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It will add a lot more strategic diversity and interest to the game. The problem is the techs in each line right now are all roughly the same. The different "ages" are arbitrary and meaningless. This should be changed. By providing significantly more powerful buildings in the second age, and increasing the tech and production costs of such buildings, it would force the player and the AI to CHOOSE and PRIORITIZE according to their strategy. For example

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Opportunity costs. Starbase spam becomes much more important with the nerf to higher tier buildings. You'll also have to reduce the power of starbase manufacturing modules to bring it in line. Also, are you sure you want to keep the "build everything in 1 turn" possibility? The problem is the initial factory gives too big of a boost. A better idea would be to nerf factories downwards to 10%, with each upgrade +5% (the last one in the

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I would dramatically increase the costs of larger hulls, advanced weaponry/defense systems, and later-game research instead of changing upper tier building bonuses. As things stand now, there is effectively NO REASON to get a tier beyond level 1.

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[quote who="naselus" reply="138" id="3574103"] 0.9 sneak peak: * Hives now give +50% food and +50% approval. * Mother Hive is now empire-unique; gives +100% food and +100% approval to the planet it's on. * All manufacturing, wealth and research hub buildings now give flat bonuses rather than modifiers. * Removed preclusions from tourism buildings so they can be repeat-built * Massively

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