I noticed that selecting drath citizens for a custom civ still only gives the 0.8 growth. i really think that this growth reduction should be tied into the "war profiteers" ability instead of the drath citizens. the +25hp policy is what really works to balance the low growth rate. without that they're just a slowing breeding version of the iridium. i personally really like the way they look, and would like to be able to use them as a custom civ without the low growth rate. plu
Basilisk83
[quote quoting="post"] In v.8 and prior the AI sends out ships one at a time. To anyone who watches nature shows, this is a sure way to get eaten. The AI should establish rally points in enemy free areas close to their highly productive spaceports and send new ships there to form maximum fleets before heading out to conquer the universe. [/quote] yeah, i agree. btw, liked how you used nature as an example, nice touch ;)
was just thinking that this change would also make people want to target the big ships in the back even more if they could, since they buff up the smaller ships more than most. might encourage people to want to switch up tactics when they encounter this race, and make fleets that are designed for surviving a swarm assault and taking out the huge dragon ship in the back as quick as possible in order to make the rest of the swarm less powerful (either right as the huge ship is destroyed prefera
[quote who="Litjan" reply="1" id="3844120"] This is a big one, indeed! And it should go hand in hand with the human players fleets/ships behavior - if we set a faraway destination, the ships will move there regardless of whatever gets discovered during their move! So sometimes you click on a destination far away and the ship starts moving - after one hex-field it discovers an enemy fleet! Now it should ditch the remaining moves and wait for the players input - but NOOO it expe
i think that the reason for this is that is that if the ai goes after all easy targets with their big fleets, then players can just make tiny ships to keep the big fleets occupied since they can only attack once per turn, and thus cause the AI to spend it's fleet time chasing around tiny useless ships while the player's fleet is actually doing something useful.
[quote who="Tatiora" reply="1" id="3844020"] Thanks for your feedback! The Drath are my favorite, too - but I'm strongly biased toward dragons, so I don't think that's any surprise to anyone who knows me. [/quote] yeah dragons and treefolk have always been favs of mine, so i'm really happy with both those ones. so far the baratak are actually my fav but to be perfectly honest i havent really wanted to use the drath because i though that the +25hp would make things too
so after seeing that these guys were going to have their growth rate lowered to match their lore in the next update, i figured i'd check them out again. first, love the new visuals for them, seriously, that one's like the best visual imo. and the wealth-hording dragon aspect that increases approval is a great touch for them. that 25hp bonus they get might be a little too good early on though i think. i know that aspect is supposed to make them best at the swarm tactic, and great early attacke
[quote who="Frogboy" reply="39" id="3843842"] Quoting slarjy, reply 29 I'm still waiting for someone to prove to me that there is more to this game than getting a doomstack and declaring victory. Even if you completely isolate yourself, you still need a doomstack to get rid of precursor sentinels. I have not found a single
Gorignak and The Stalagmighty Empire (my custom silicon-based race) are def going to be mighty in gal civ IV :P
[quote who="DerekPaxton" reply="35" id="3843833"] Let's talk about civilization differentiation for a moment. The best way to balance a game is to make every civilization as similar as possible. Trying to balance for one civilization in a game like this is incredibly difficult, trying to do it for 18.... is crazy. Sometimes you get a crazy idea for a civilization, "what would it be like if you could....". From a balance and AI perspective these ideas are trouble. Bu
[quote who="slarjy" reply="32" id="3843828"] Quoting Basilisk83, reply 31 well i think that depends on what victory conditions you set. you might not need a doomstack if you're able to get a prestige, research, or ascension victory. if you're focusing on diplomacy maybe you can win by allying yourself with most other
[quote who="DerekPaxton" reply="30" id="3843820"] To the points expressed here, I want every option to have value in the right situation and if something is so good that it makes other options obsolete, then it's hurting the game. Commanders are great, but are they better than having a governor on a world? [/quote] at the beginning with the commander spam fast attack tactic, yes (which is the only good choice for onyx btw, due to very low starting growth rate tha
[quote who="slarjy" reply="29" id="3843817"] I'm still waiting for someone to prove to me that there is more to this game than getting a doomstack and declaring victory. Even if you completely isolate yourself, you still need a doomstack to get rid of precursor sentinels. I have not found a single game scenario that didn't hinge on whether I had a doomstack or not. Various other decisions will speed things up or slow things down incrementally but they don't really matter .<b
^maybe have the increase upped to +25% for picking uncommon techs and +30% for picking rare techs
on #4... i can really see both sides of this. dont want the same old thing, want to switch it up every game, but at the same time sometimes you really need to research a specific tech or techs because your survival in the game basically depends on it. i know derek said that's kinda what rerolling does, but there's still a chance that rerolling several times wont help and you'll just end up dying of dysentery, so to speak. you could keep the card system, keep the reroll system, but als
quick idea to help diversify worlds... right now people usually throw in a little housing and approval stuff, but mostly go for 1 type of resource to have each core planet boost (research, manufacturing or economy). this is because the adj boosts usually make it the best choice. if the entertainment districts added +1 to all around them, like the healing pools in gal civ 3, then players could make a line of them to separate their core worlds, and have multiple types of improvements on
[quote who="aerez4546" reply="22" id="3843282"] Quoting Basilisk83, reply 21 just trying to say that you could flip the perspective and say, for example, that this makes peaceful strategies underpowered. History has proven that peaceful strategies are always underpowered. The most peaceful civ
just trying to say that you could flip the perspective and say, for example, that this makes peaceful strategies underpowered.
[quote who="SchismNavigator" reply="18" id="3843228"] As for the overall thread I think I'm always on the prefering things op than under powered side. [/quote] the only thing that separates op from underpowered is which civ you are and thus which side of the battle you are on. one man's op is another man's underpowered.
missiles could do well on tiny ships to help target other tiny ships, and outrange them, and deal good hull dmg while dodging larger targets. kinetic could do well on huge hulls by making them cheaper to make while having the ability to take out bigger hulls and support ships, and better against smaller ships maybe if time, research, and support ships can increase their accuracy enough. every weapon type could be used with every hull type and in any ship role and still work well when
[quote who="slarjy" reply="15" id="3843111"] To me it depends on your starting position. Precursor Sentinels are a bear and I'm still working on the strategy for dealing with them. In my current game, they spawned right in my kitchen. Navigators don't get offensive command ships, they're really better escorts. It appears that I will have to construct significant fleets to take them out and that they will simply be a fact of life for the first 100 turns. Pirates and space mo
[quote who="colwyn" reply="40" id="3843058"] Quoting Basilisk83, reply 38 if the Onyx choose to attack a lot early on and use up their promethion to heal their ships early on then yeah, they should have a crappy growth rate early on to counter that. but otherwise give them a chance at competing with the other races for pla
if the Onyx choose to attack a lot early on and use up their promethion to heal their ships early on then yeah, they should have a crappy growth rate early on to counter that. but otherwise give them a chance at competing with the other races for planets and resources.
btw, not sure if it's a bug or not but the onyx dont actually get the listed 0.5 growth rate until they have 50 promethion, and they only start with 30. 30 seems like kind of a lot for them to already be getting a big decrease like that to the base 0.5. even when i research starbases first and go strait for the 2 nearest purple stars (the purple ones are actually very light lavander on my screen and kinda hard to tell from the grey ones far away btw) and dont use promethion for anything else
[quote who="Twinping" reply="25" id="3842928"] A swarm of little ships crushes everything in my case because it's provided by a fleet of carriers giving enough bonuses to make them invincible (range and rate of fire + damage + number of fighters). The same swarm without bonuses from carriers would be easy to defeat and would have a little move on map what is easy to flee or to bypass if needed. In the current state, in GC3, carriers are unavoidable to get the best fleet lik