[quote who="Nastytang" reply="8" id="3569415"] MEN!!................. [e digicons]:)[/e] [/quote] Maybe someone can make mods with aliens that are hot guys.... (hint, hint hint).
marigoldran
I've actually read all of this debate with a good deal of interest. The amount of detail is impressive. Apparently Star Destroyers have massive amounts of point defense/ anti-missile capabilities to the point where the different sides don't even try. And they're particularly vulnerable to kinetic attacks and their anti-beam defense is average. Duly noted. Question, though: If YOU could design an imperial star destroyer, how would you do it? T
[quote who="Omega777" reply="23" id="3569491"] This is from the steam forums Brad and makes sense to me as well - comment from you? At first I thought you were saying "Why don't people just make AI better instead of giving it bonuses?" and wrote 5 paragraphs about it not being that simple. Then I realized you meant the reason more people don't play at high levels is precisely be
Until then II will use Naselus's changes because they are significantly better than the current system. Test it out, on insane abundant/abundant with 20+ races. Try Naselus's mod. I've tried both systems so I can tell you his system is much better. Don't dismiss the other idea without testing it out first. One of the primary advantages of Naselus's change is that it's a very simple fix that happens to have DEEP implications for
Some of the ideology lines are SO MUCH BETTER than the others. For pragmatism the overpowered line is the second one, the Constructor/Starbase line. The "no one can declare war on you for 50 turns" ideology is pretty good, but the rest of the line is pretty useless. For Benevolence (larger maps): the first and last lines (Colonization and Research lines) are MUCH MORE USEFUL than the other two. For Malevolence: The first two lines (Invasion and Produ
On smaller maps Malevolence is stronger. On larger maps Benevolence is stronger.
Bump. I'm going to keep on doing this until developers take formal note of this thread. I'm not bumping a thread I made, so no one can accuse me of being a weirdo. AHAHAHAHAHAHAHA!!! What others call spam, I call it advertisement and marketing. On a more constructive note: Everyone should get ideology points through invasion as a matter of course. The zealot super trait should TRIPLE the amount of ideology points you get through invasion.
The general consensus appears to be that, with the exception of dansiegel, LEP with morale is fundamentally a bad idea. There are other better ways of balancing the game. LEP with MONEY is a serious damper on massive early game expansion. I've tested it. It does it perfectly: It provides a hard upper limit to how many planets you can colonize WITHOUT developing your worlds. But it encourages further colonization and expansion AFTER building up so
They need to make the AI better in war.
We need more of this.
Civ IV got it right and used MONEY to limit expansions. GCIII should follow in that path.
[quote who="admiralWillyWilber" reply="9" id="3569238"] well I think that festivities should be postponed until you, either use up all your tiles, and can't. Terriform no more, or you can't afford to build up no more. Specialization is good when you have tech. If you need planet, and if you have tech then specialize else generalize, and plan to research tech. If you have tech, and planet if best for this upgrade current buildings for specialization. now as far as Invas
[quote who="dansiegel30" reply="59" id="3569258"] One aspect not yet discussed is custom races. Thalan tech can manufacture a helluva lot, but they are expected to have much lower population. Terrans I suppose are the baseline (they only have a +1 in manf, while all other races except Altarian have several bonuses across manf/research/econ), and pretty much use a generic tech tree. Create a race giving you positive traits on the way you like
Hopefully better AI.
Just raise maintenance costs for everything. More constraints = more challenges. Also, instead of nerfing the Thalans, buff the other races and give them the equivalent of Hives or Gaia Vortex or Hyperion Matrix (like an Iridium Super Wonder that raises tourism and economic income by 30% on each world). In the meantime hard code AI strategies to take advantage of these traits. Instead of nerfing one race, make EVERY race overpowered. More fun th
So... based on your expert opinion (and yes, you are an expert) it would be close to an even fight, but with the advantage given to the Star Destroyers? How would the two compare against Federation class Starships from Star Trek?
Oh. Well then. That would explain a lot. [e digicons]>_>[/e] Research costs SHOULD be higher for larger maps, I think.
[quote who="naselus" reply="3" id="3569115"] Sometimes, when the AI doesn't build it's because it's attempting to specialize the planet for buildings it hasn't researched yet. It saves the space instead. So when it's trying to specialize a planet for wealth, but hasn't developed any wealth buildings, it will just leave them empty and do a project while it waits. This is largely why I unlock markets, farms and entertainment from the sta
I've noticed the AI building up their worlds in my games. The problem is some of them do cultural festivals, which is just a plain waste of time. For warfare, the AI should set their rally points on their home planets and wait until they have a logistically maxed out fleet protecting 1 transport. Then the AI should just randomly select a world to attack and beeline for it. This would be SO MUCH BETTER than the silly AI dance we see right now. 
[quote who="niebieski" reply="1" id="3569108"] If you need alot of fun and challenge try [MOD] Insane-Abundant Balance Mod - you will see funny and challenge game party... try on high lvl. [/quote] That's the one I'm talking about!!! Glad you agree.
I've noticed that in the early game, BEFORE they build up their worlds, they're doing research and cultural festivals. This is a total waste of resources. There are SO MANY OTHER BETTER THINGS to spend its resources on.
IT WORKS!!! (at least in the early game. Haven't gotten to the mid game yet. But overall the mod works. The AI expands a lot faster and the early game economy management game BECOMES A LOT MORE FUN).
For example, the simple change of increasing research costs and adjusting LEP so that it is -0.2 MONEY per planet instead of -0.2 Morale per planet makes a HUGE difference in the expansion phase. With 50 colonies, almost a third (or more) of my colonies have to be Money Generating Colonies to keep up with maintenance, meaning that only about 35 colonies are actually productive in terms of research and manufacturing. And this is with Thalan Tech and Hives on every planet.
The Reapers have been around for millions of years.
Trying it out with Naselus's Insane/Abundant mod. IT WORKS. This little change solves two problems at once: 1. How to limit colony spam and encourage people to build up their worlds. 2. It makes economic buildings MUCH MORE VIABLE and adds a third dimension to world building. Under current rules, the only types of worlds you should build are manufacturing or research worlds. The entire economic line is worthless. This change F