Alstein

Alstein

Joined Last seen Member # 1291264
15 Posts 1,493 Replies 2,396 Reputation

You can see what the AI is feeling in regards to your race on the diplomacy screen, though it is a little basic. Trade goods you can trade and still get the benefit. The AI never offers it- it should. Make that point number 16 16) AI should offer its trade goods in trade

11 Replies 9,303 Views

This is just a list of options and things I'd like to see added to the game, that aren't in 1.1 1) Random alignment for races 2) Political events and party-switching events, as well as events that carry penalties. 3) The ability to make races major or minor- so if I wanted the Snathi as a major, and the Iconians as a minor- I could design the game as such. 4) The humans and the AI to play by the same starbase

11 Replies 9,303 Views

I believe the AI can't trade without universal translator- then again, I can't exactly prove it. Cheat mode might, if someone sets up a scenario with pre-placed ships, and no universal translator techs, but all the other low-level techs researched. Maybe someone should experiment? I don't think the AI is cheating on this though.

18 Replies 19,444 Views

E-stab: That's what I mean- thanks for clarification. THe reason I wanted cost, was I figured that would slow the AI down, and the human- not allow for so much universal trading. Might also slow the early game rush down, and encourage raising your own research rate, to cut the cost. The problem with that is everyone would go 60% research. Maybe base it on max research capacity instead- so that exploit doesn't occur. Another possible expl

11 Replies 8,201 Views

Adding the no tech trading option in 1.1 is a nice touch, but there is a community of "middle ground" players who think tech trading is good, but overdone. I want to see some suggestions for handling it in between the two options. My solution: 1) Transfer cost for tech trading. The cost would be equal to the weeks required to research*100, with a random reduction of 0-50% for creative races... 2) Acquiring t

11 Replies 8,201 Views

I hate to nitpick, and I like the no tech trading option, but I'd like to see a middle ground option as well How about each time you tech trade, you lose 1% of your research bonus pernamently? (simulating lack of innovation) Or maybe, how about each time you tech trade, you have to pay a transfer cost of tech value in weeks it would take you to research*100 bc to "integrate the tech into your infrastructure". I think that alone would

223 Replies 120,969 Views

I think you guys are being held up as an example right now, due to a undercurrent of angry backlach against copy protection in general- that is a combination of legitimate users and thieves (though the thieves know how to get around the protection- and strat gamers rarely pirate, as compared to other genres) . I think you guys are basically being swept up in a crusade right now, which is helping your sales a bit. May as well ride it out.</

91 Replies 191,144 Views

Hmm, I just thought of an exploit. Go to neutral, get the tiles upgraded, then switch to good or evil for the other benefits... 2500bc to save a lot of time... Overall, I'm thinking the alignment system, while a good idea, needs to be reworked in the expansion- make it harder to force-change your alignment, and maybe tone down some of the benefits...

5 Replies 7,828 Views

Honestly, if it takes a good game being trashed down the shredder to get rid of Starforce, so be it... I figured out the results of my computer acting quirky- costing me hours of tweaking to try and get rid of the problem, on my last computer, HAD to be due to a Starforce game. Therefore, Starforce's mafioso tactics cost me several hours.

309 Replies 528,987 Views

One thing I'd like to see economics-wise put into the game, that is in CivIV, would be inflation. Inflation would be caused by economic buildings, deficit spending, and rush-building. Deflation would be caused by turning down spending, and economics ability of the race. Inflation would be taken into account on trades, your inflation rate would decrease the effective value of your credits. This might be too complicated, o

130 Replies 141,772 Views

I was using ridiculous speed though- I think the speed I ended up with was 16... I could build it, and send it to an enemy planet in some cases the same turn, so I never had to guard it. Maybe I should head up to intelligent- but I'm barely winning at Bright right now.

16 Replies 14,136 Views

I did this to win my last game. I was slightly up in tech, but down in production basically korx vs Drengin. What I ended up doing... I created my fleet to hit and run , taking out a planet here and there. Meanwhile, I put 5 warp drives on a cargo module, and some troop modules- these things were VERY fast. They got from my homeworld to whereever I needed in 2 turns, did their invasion, conquered the planet before the AI could

16 Replies 14,136 Views

Bumping them up to Bright makes a big difference- they've already knocked off the Torians in my game, and helped to knock off the Altarians. Dealt with the HUmans myself (they got a real crap start). Now all I gotta do is keep the Drengins from turning on me...

27 Replies 21,571 Views

Civ 4 has its strong points, GC2 has more strong points... As for no MP- SD does deserve a hit on it- because it's something people expect now. THat being said, they would have taken more hits had they put MP in- for a weaker AI and fewer features. I'd like to see a MP expansion sold completely seperately, just MP for $10, and see how well that does- that would be released and supported alongside a regular $10 expansion... </fo

37 Replies 31,960 Views

The only thing that would really work- is reducing starting credits... That would just slow down the land rush though... There is nothing that doesn't make that the optimal strategy- outside of possibly making the maintenance cost for colonies much much larger, then have an early-game tech to cut it down...

11 Replies 10,834 Views

The only thing that would really work- is reducing starting credits... That would just slow down the land rush though... There is nothing that doesn't make that the optimal strategy- outside of possibly making the maintenance cost for colonies much much larger, then have an early-game tech to cut it down...

11 Replies 10,834 Views