I think that if the AI armies started just on the other side of Stoneham (or within ~3 road tiles of Stoneham), armies with 4 movement could pass through Stoneham as 1 move and take three more to hit your city (I allowed the 3 road tiles because as long as you have a fraction of a movement point you can still enter a tile, which is enough for triggering an attack). I am a bit surprised, regardless, because at minimum this indicates either a Mancer blood enemy with an army mounted enti
joeball123
[quote]5) A Dyson Sphere.[/quote] Assuming that we have a Dyson Sphere with a diameter equal to that of the average diameter of Earth's orbit and a thickness small relative to the diameter, then the inner and outer surfaces of the Dyson Sphere are each equal to the total surface area of approximately 550 million Earths. If we account for the loss of usable surface area due to the oceans, then the inner and outer surfaces each provide an area roughly equivalent to 1.8 billion Earth
[quote who="Lucky Jack" reply="89" id="3418064"]Part of a mine's electronic package could (and should) be an IFF transceiver. Then you give your trading partners the IFF code and they can get past the mines. If they change sides on you, then you change the code without telling your new enemy.[/quote] A large part of the usefulness of mines comes from that there is no easy way to disable or detect them. An IFF transceiver which disables the mine against certain targets is therefore
About the sensors thing - you can already do essentially the same thing using cheap ships or the occasional space station with sensor upgrades, and the ships have the advantage of being easily relocated. Even a tiny hull can easily have a sensor radius of 4 or 5 in the early game without any sensor upgrades, so why would I bother deploying a network of sensors that are worse than my scout ships at providing early warning and which will not move when the borders do? [quote who="John Fa
[quote who="Seleuceia" reply="56" id="3416696"]Third, temperature is technically not defined based off of kinetic energy[/quote] Temperature is a measure of the average kinetic energy of the particles within a given volume. It may not strictly speaking be defined by kinetic energy, but it is a measurement of it, and absolute zero is defined as the point at which the average kinetic energy of the particles in that volume is zero , which leads to the conclusion that the velocity
[quote who="Seleuceia" reply="51" id="3416445"]They start going backwards...[/quote] No. Absolute zero is the temperature at which the kinetic energy of atoms/molecules/subatomic particles/anything else has gone to zero. Having something be at a temperature less than absolute zero would imply that the kinetic energy of the particles involved was negative, which requires either negative mass or imaginary velocity (if you have both negative mass and imaginary velocity, your kin
[quote who="Seilore" reply="47" id="3416371"]I agree with some of this, however, I believe that borders should be auto generated, simular to GalCiv2 with some tweaks.[/quote] You'll notice that nowhere in that paragraph of mine which you quoted did I ever refer to how the borders should be generated. And for reference, I think that the GCII influence borders, which are the only auto-generated borders that I can think of in GCII, would be absolutely awful as territorial borders.</p
1. Minefields in space, especially in deep space, are a completely ridiculous notion. If you wanted to place even a single line of mines across 1 map tile in GCII, then you'd need 3X10^13 mines if they were spaced 1 km apart. If we want to fill a cube 1 parsec on a side (basically, the tile of GCII extended to the third dimension with height equal to the base dimensions), then you'd need about 3X10^40 mines, again with a 1 km spacing between mines. This is inadequate to give
[quote]Cast spell "set in stone" on the city. Now you have 100% (basic) - 100% (temple) - 100% (spell) = -100% research. And that is actually subtracted from your faction research.[/quote] Well, now we know - idiocy is an infectious disease. Everyone keep clear, we need to quarantine the source of the plague. On a more serious note, that's rather amusing and probably shouldn't happen.
"Maybe a simple "space is silent" toggle would/could make everyone happy." There already is a toggle. It's in the audio tab of the options menu, where you can control the volume of sound effects, music, and something else, and there are toggles for each of these things as well. [quote who="Lucky Jack" reply="12" id="3416131"]The audiences of early SF movies and TV shows had sounds in space to try to make their audiences feel more comfortable.<br
It should also be noted that the game map is very clearly a representation of the game galaxy in a more easily understood format (after all, the size of each tile is 1 parsec by 1 parsec - well, guess what, the solar system is less than 1 parsec in diameter; in fact, it's smaller by several orders of magnitude), rather than a literal representation of the game galaxy. Therefore, the colors of the stars on the map don't necessarily match the apparent color of the star as seen by the hu
[quote who="Raiddinn" reply="33" id="3416028"]If you want to make the game harder, play a custom and I will pick the traits.[/quote] If you really want to make the game harder, you'd design a custom faction with either no traits or only weaknesses, and you'd design a sovereign the same way (if you take a weakness, make sure it's one of the ones that doesn't have a redeeming feature). If you want the game even harder than that, you'd select the worst availa
[quote who="Derek Paxton" reply="1" id="3415532"]radiuses (radi?)[/quote] radii - drop the us, append an i.
[quote who="Apheirox" reply="4" id="3415398"]- Governor's Office: It's like getting a Workshop for free in all your cities. Definitely powerful.[/quote] And by the time I can get it, I most likely have at least the first upgrade of the workshop in all but very new cities. It's useful, yes, and I think it's better than the Embassy and Almshouse options, but it isn't great. [quote who="Apheirox" reply="4" id="3415398"]- Embassy: It isn't true that reducin
Alternatively, in GCII you could design a ship in each hull size that consisted of nothing but as many of your best engines as will fit, less any space you require for life support modules, and then 'upgrade' your ships to this design for traveling and 'upgrade' them back to the previous design upon arrival at destination. A small amount of time spent in Battle of the Gods shows that with full miniaturization tech (but no bonuses from random events or structures) and the best
Conclave 3: - Archivist: +50% city research production when producing research here. Only really useful if you're willing to have one city which is basically undeveloped that only builds research infrastructure (which isn't very practical, given how long it would take to build the stuff if you don't have good production levels). - <span style="text-decoratio
[quote who="Raiddinn" reply="16" id="3414927"]I would argue that Fire isn't really a minimum investment damage school. Slow is maximally effective when you have it and maybe one or two levels of the traits that reduce resists (Prodigy?). That is a 2 - 3 trait investment. Fireball is 3 traits itself, it wants all the resist reducers and the -1 cast time AND it wants +20% damage traits as well if you want to use it at maximal effectiveness. Air is
Also, are you sure that the Arcane Monolith is connected to the city? In other words, the city you captured is the city that built the Consulate, and when you select the Arcane Monolith you see a dotted line go over to this city?
[quote who="Borg999" reply="14" id="3414791"]And personally I never saw the advantage of sacrafice over other options[/quote] Sacrifice doesn't do anything at all to units. You might be thinking of Cull the Weak (kills a regular unit to heal 20 health on the caster and generate 20 mana) or Infernal Covenant (permanently kills a champion to summon a [champion's level + 7]th level Death Demon who sticks around for the duration of the battle). Sacrifice converts half of the popul
[quote]Are there any spells I seem to be overlooking that would greatly affect the rankings? If I should be casting something that I am not, I would be interested to know what.[/quote] Slow, from Water I, is a curse which provides a benefit similar in strength to the benefit granted by the Haste blessing from Air I, and it costs about the same amount. The only problem it has is that it has to overcome spell resistance whereas Haste will always stick, though it isn't really a probl
[quote who="Illauna" reply="5" id="3414424"]Opps haha I was thinking of something else. I thnk it's the experience buffs. [/quote] No, the experience bonuses add together, so if you have Knowledge and Potential it's +40% to experience gain. Formerly, when we had Potential I/II/III, each of those added with one another for 15/35/60 percent boosts to experience gain. All the Trainer traits also add together. Likewise, the Lethal traits all add together, as do the Enduran
[quote who="androshalforc" reply="27" id="3413994"]this is really just an excuse for why the ai knows where all the planets are if it were accurate then playing as any other race other then terrans would give you a fully explored map at the start of the game[/quote] Playing as any race but the humans means that you do in fact know where all the planets are, as the Stellar Cartography technology places markers on the minimap showing the location of every planet in the game without
Also, the specific upgrade is the Consulate, not the Constabulary (which is not a name given to any non-mod improvement I know of).
[quote who="DsRaider" reply="25" id="3413135"]Do you know how long it would take for humans to build up a population of millions on a colony planet?[/quote] Assuming a seed population of 1000 people and an average 5% per year population growth, you could achieve a total population of 10 million people within 189 years. Larger initial populations will obviously increase the rate of population growth If you assume an average annual population growth of 1%, that figure moves up to a litt
[quote who="DsRaider" reply="8" id="3413282"]The life versions of the Call spell is actually better I believe.[/quote] The Life version of Morrigan's Call is Sovereign's Call, which gives a flat +2 growth in the enchanted city. This is way better in the early game when you don't have many, or any, shards, and can remain better in the late game if you have poor luck finding Death Shards. I personally feel that the Empire of the Dead needs Death Worship, and possibly Adepts,