Personally what i see is closed boarders is me declaring i dont want you in my space. the biggest thing here is that it lets the ai know how i feel so it wont ask for open borders we can be friends just dont come over to visit. now i would also like to see some options for ships that break closed borders if i can 'catch' a ship violating my borders i should eithar be able to arrest the crew and confiscate the ship ( malevelent ) Give them a ticket and esc
androshalforc
i have wanted a closed borders since i started playing in gc2 while i dont necessarily think it should mean war to enter my space i think i should be able to blow up your ships if i catch them in my space without repercussions
there might be a related bug atm when the ai creates a trade route with you it uses up one of your trade slots so its possible that you got the bonus trade route then the ai used it making it look like you diddent get it
i have seen this issue ass well i thought it had be reported before most of the basic ships seem to have duplicates (as in any you dont design yourself )
[quote who="BlackMerlin" reply="2" id="3528110"] I suppose if constructors could build pirate bases. under player control then it may be possible only to have one or two planets and play as a pirate lord with bases creeping out all over the map. your resources would come from the "borrowed" resources from other civs.. how you would "win" though is another matter [/quote] while im not sure about playing as a pirate who says they have to win? there in this to make a profit tha
got it [quote who="mormegil" reply="5" id="3510973"] As mentioned we have a curve now Population to Production calculation, it is really no longer worth putting 150b people on a world, it is not much better to put 40 or 30 and have factories, labs etc, do multipliers on them. 48 should in fact be pretty good. The current curve is this. y=2.1*x^.75 which looks more or less like this <a href="https://www.dr
hrmm im pretty sure i saw the formula and it was on the forums ill take a look and see if i can find it
im not sure how civ V does simultaneous turns but it wont happen. the game should allow simultaneous planning but turns are sequential to avoid clickfest's
[quote who="TheBalkanDog" reply="2" id="3528000"] You missed my point. If I see for example an enemy ship named "Defender M0 - 45" the number "45" gives me the information that he has build over 45 ships of this ship type. And because I dont want to show the enemys my approximate fleet size I'm forced to rename my ships. [/quote] another problem here is i can open up diplomacy and see exactly how many ships of each name you have even if you eliminated the -45 in order f
heh did you watch the last dev stream? there are shooting stars going across the background there and most likely will be in in the next beta
[quote who="Franco fx" reply="10" id="3527729"] I like it the way it is. If you have one search light on a boat, you reveal a narrow path far ahead of you. If you surround your boat with lights you reveal an amount equal to the single light with each additional light. I know that comparisons can always be challenged, but if we were in a room together, I would convince you that stacking sensors is realistic and relatively inexpensive. [/quote] yes but in this example there i
[quote who="tony_2011" reply="6" id="3527634"] Also is it my imagination or when I highlight a ship in a stack and then move is it the unhighlighted ship that moves??? [/quote] you know ive noticed that to i thought i was just going crazy but thats what seems to happen
[quote who="DarthGoogle" reply="34" id="3527622"] Why 1 mp is 37% more effective than 1 rp? Why SHOULD it be? [/quote] its not really in your case it is the whole thing (which i think is completely broken) is that all your Manufacturing points divided by 4 are multiplied by your research multiplier while the devs say it is correct as intended i dont think they realize (or they refuse to admit) how overpowered this is
the biggest problem here is the way that sensor range stacks a ship with range 1 shows 7 tiles with range 2 it shows 19 tiles and range 3 shows 37 tiles each additional layer shows 6x its distance in additional tiles meaning a sensor range 50 shows 300 more tiles then a range 49 at very minimal costs this ship could easily reveal whole maps with good research and minituarization not to mention the range bonus's your anomolie
This is not actually a bug (well the slow ai turns might be) this is designed more for multiplayer turns to keep the game going the goal is simultanous plannig sequential movement The concept is you can do any planning on your turn i want this unit to go here on my turn i want to build this unit/improvement on my turn all the decisions you made on your last turn should stay in effect until you actually start your turn for
[quote who="Stanley Tarrant" reply="70" id="3527340"] Everytime my printer screws up I think to myself that AI has a long way to go to having a fully functioning T800 not screw up somehow. [/quote] actually your printer is self aware and is purposefully trying to sabotage you. think about it how come it only causes problems when you're in a rush?
this issue has been caused by some of the files being to large i would suggest zipping them or posting them to a file hosting site like dropbox
Planet is invaded or planet has flipped? if any of those ships have weapons then i dont think an invasion can go through
Im 50/50 on this i dont like not being able to remove certain buildings on the other hand would you tear down the CN tower and rebuild it just because you diddent like where it was and if you did what would people think? 'That was an engineering marvel when it was built... This is just a cheap clone.'
1) the yor get a little more use out of marginal planets then other races they dont need to build farms and instead have a fixed population cap based on tech that may explain why they are targeting low quality worlds 2) the ai isint really in yet so even with #1 its probobly just colonizing uninhabited planets atm 3) i know the devs have said the ai doesn't cheat in this manner it may simply be playing the same way i do which is use colony ships as scouts i can see the sta
From the sound of it your issue is with the multiple stages of buildings currently you can only choose the location for the basic type of any building. after its built you can upgrade that building to the next stage the second stage only shows up as build-able ( in the project que ) if you have a completed first stage building that is not queued up to upgrade to the second stage, the default setting for auto upgrade = 'on'. &nbs
As far as keeping your ships they are working hard to make it so they can be kept there are no guarantees that your ships will survive to the final release but they want you to be able to keep them in other words make cool looking ships that would be nice to have but dont go crazy building some B5 mod with like 500 ships where you spend 10-20 hours on each ship
cool is fairly close to neutral in my opinion, you've done something to annoy me but im willing to overlook it because its a first time or if you stop
[quote who="Blue_Oyster" reply="17" id="3526636"] I think my point is that they are NOT making the AI as "smart as possible." And I wonder if that disappoints anyone. You didn't answer my question. [/quote] im sorry but did i miss part of the dev stream ill admit i was tired and nodding off but i dont recall them saying 'well we got the ai to the p
[quote who="Blue_Oyster" reply="13" id="3526631"] Quoting eviator, reply 3 The fallacy is equating "normal" to "moderate" difficulty, which would imply that the devs cannot make the AI much stronger than the average player. That may in the end turn out to be the case, but at this stage it is a mistake to assign a relative