Tharios

Tharios

Joined Last seen Member # 3080538
2 Posts 11 Replies 5,400 Reputation

Well, personally, I think any game should have roughly three economic models to choose from. Subsitence, sustainable, and growth. Subsistence should be militaristic and conquest-driven. They don't make what they need, they take it from others. They'd depend less on controlling worlds and more on raiding them repeatedly. They get bonuses by the number of uncolonized worlds in their territory. Sustainable should be something that gets bonuses for

2 Replies 8,137 Views

I just thought of something you may want to consider when adjusting your trees and improvements and such. The AI's difficulty determines the bonuses or penalties they get to their stats, but the CPU usage determines how many turns ahead they plan out their strategy. If it lets them plan far enough ahead, it's possible that they are accounting beyond "this crap and its improvement are high value but useless, I'm going to research something else." At high enough

507 Replies 1,009,271 Views

To clarify...having an economics or business degree of any kind would hurt rather than help. Economists don't know anything about economics. If you want to study economics, take a course related to ecology, then you'll get it right most likely.

25 Replies 276,350 Views

Nevermind, apparently there was no issue of any kind, and I was somehow messing something up in the process of organization. I still don't know what that was, but when I did it all in chunks and saved back-ups and double-checked each section individually, everything came out fine. I guess I was a victim of my own efficiency.

1 Replies 3,339 Views

I brought this up in another thread of mine, but that thread seems to be dying off, so I'll ask the question separately and see if it helps. I've been trying to "clean up" the techtree.xml file, in an attempt to make it easier to work with when modding, The general premise has been to organize aphabetically by branch, then by tech prerequisites. I figure that will make it much easier to keep things sorted out while modding the file. Just one problem, it never wor

1 Replies 3,339 Views

[quote who="Azunai_" reply="12" id="2933334"]I think you misunderstand the system. the total spending slider's "volume" is not you total income but your total industrial and research capacity (i think there is actually a description above or below it that say "industrial capacity" or something to that effect). so the number and capacity of all your factories and research centers and the setting of the distribution sliders determines the "volume" of the total spent slider. The income is no

25 Replies 276,350 Views

I've been considering the colony rush problem myself. Also, one way of at least semi-balancing out the issue of ship firepower is to make each race an expert in only one attack/defense pairing in the tech tree. Lots of relatively cheap techs of one pairing, with much fewer and more expensive techs for the other two combos. That should help alleviate some of the issue of an empire getting ahead just for packing on tons of defense because of the research gap from military

507 Replies 1,009,271 Views

Alright...I'm seriously bloody confused. I was as meticulous as possible, I double-checked EVERYTHING. I even made sure to keep all of the techs that appear after that stupid "all these are for twilight" tag separated from the rest by that tag. Yet any attempt to organize the tech tree at all, whether alphabetically by tech, by category, or prerequisites fails miserably. It always ALWAYS grants nearly every tech in the game including those of other races. T

36 Replies 25,236 Views

[quote who="makesmeasadrobot" reply="10" id="2932766"] Quoting vaendryl, reply 6If you have 1 factory and 1 research lab you cannot, with any amount of money, convince them both to run at 100% of their capacity. Would it be easier for you if the sliders had 100% marked where 33% is now and 300% where 100% is? It's just an abstract model, a factory unit running at 33% doesn't mean that there is an actual factory where two thirds of workers are on strike or something.[/q

25 Replies 276,350 Views

I have to agree with the OP. While government inefficiency does exist, the current set up is pretty ridiculous. They should've set up the sliders as ratios rather than percentages, or had the spending sliders represent only how much of the budget you're spending, not how much your production outputs. The issue of "stomping the AI" by being able to use your full factory and research output at once is pretty much a nonissue. In a properly configured mechanic,

25 Replies 276,350 Views

I've tried a few experiments in the InvTactics file to make specific ones require certain modules. On the upside, none of it adversely affects the use of the tactics, on the downside, it doesn't make the modules a requirement either. Ah well. I'm still not sure if it's possible to create additional government types or how, maybe I'll experiment with that next. Edit: Looked at the I-Mod XML ref for TechTree again, turns out they can't count.

36 Replies 25,236 Views

I posted somewhere in this thread already, but I don't remember what I wrote and I don't remember when it was. Suffice to say... On carriers, they're a staple of any worthwhile battlegroup in modern naval warfare (which includes space combat), and not including them is kind of wrong, really. That said, because of the lack of tactical combat, a whole extra set of techs (which would be weapon or logistic techs anyway), just to give the illusion of carriers would

176 Replies 350,851 Views

I've never gotten anything polite...though I play against only evil races, while choosing neutral for myself. They demand money, I tell them to screw off, they declare war, I buy a massive fleet of ships that finishes as their invaders reach my worlds, I destroy most of their fleet and starbases for good measure, then they give me money to leave them alone. Pretty much how it always goes.

7 Replies 8,041 Views

Since it crossed my mind ... does anyone happen to know if it's possible to make a given invasion tactic require a specific module? It always annoyed me that any tactic was available no matter what you sent. Considering what some of them are described to do (cosmetically anyway), no standard warship or troop transport is going to be able to do any of that except for traditional warfare and information warfare. I suppose the cost of each option is an indicator of the sh

36 Replies 25,236 Views

Actually, another method is to turn off all auto go-to options, and then zoom far enough that scrolling to the edge makes everything disappear. That almost completely removes any graphic processing to do. Turn processing is pretty much insta-click no matter how big the game is. It can be mildly tedious depending on how much you micromanage your empire, but it really helps on the turn processing.

5 Replies 5,684 Views

Alright...here's the breakdown. Primary importance is terrestrial infrastructure and redevelopment toward sustainability. If that isn't done right AND done fast, no other projects will matter anyway, we'll be effectively extinct by the end of the century. We have half a century's worth of fossil fuels left at best, and we should've weened ourselves off them decades ago. Now we have to hurry or billions will die of starvation, disease, violence, an

75 Replies 144,073 Views

Based on what I've seen of various tech and building fix mods, as well as my own early modding efforts now, I don't believe that the AIs themselves are to blame. The problem seems to lie in the balancing (and formatting) of the various techs and planet improvements. The AI values of some are too high, many too low, and the overall balancing of the traits and stats of these techs and improvements are not conducive to the inherent focus of each of the four AI types.

30 Replies 26,203 Views

I would think not the literal docking, no...but technically, setting your ships in orbit of a planet is the game mechanical equivalent of docking. It's just...can that trait be granted to starbases, and done without the graphical representation of ships orbiting it? That, I'm not sure about.

63 Replies 86,731 Views