If you have a few good planets full of research tiles and good relations with most of the races, you can get to the tech victory before the negative diplo factor causes everyone to go after you. It's not impossible, or a once-in-a-lifetime freak incident. As for an alliance victory, if you get a lot of little races on your side (or one or two big ones), it doesn't really matter how large YOU are. It is of course harder if you are small, but size is not the same as power. My examples may
Scoutdog
I would like to see the user ranks made a bit more accessible. As far as I know, only one person has made "diplomat" status.
Might want to take a look in here: https://forums.galciv2.com/forum/350
The way I see it, there is a precise balence that you have to hit to make a perfect military system for this or any game. If defense is more powerful than offense, you get a nightmarish trench warfare sytem that most everyone will hate. If offense is more powerful than defense, you get a "rich get richer" problem like we have now. It's a matter of fuinding the balance between those two. However, everyone is focused on the military element, and as a "culture warrior"/research freak I find this
I think that the variables are part of the main game code, and therefore inaccessible inless you have some way to crack it.
I doubt that the parser would be able to translate code, although you can certainly try. As for the variables, they certainly seem to be calculated seperately each turn, although I have no hard evidence that this is the case.
Double Post.
Good point. I appear to have gotten my systems confused. The OLD system rewards losing. The NEW system involves making the front a dangerous (but not undesirable!) place to be. If you have the tresorces to get in front, you should be able to take on the various people who want to knock you down. It is not a matter of making the bottom a nice place to be: it is a matter of making sure you have to THINK about using your tremendous resorces(sp?) so that you can stay on top, without blatantly obv
I have figured out a way to make my "culture metrics" something more than just a fairly meaningless series of bonuses: Have them affect cultural influence with other civilizations, varying with the specific metric. Increased cultural influence against civs with SAME metric alingment: scientific/spiritual, captialist/socialist, Idealist / pragmatist Increased Cultural influence against civs with DIFFERENT metric alignment: Libertarian/ authoritarian, direct/manip
It should be on the back of the jewel case in large, black letters.
What Alfonse is talking about is an increase in what I call "game layering": more connections between research, military, and social aspects of the game. This would not fix the "rich richer" problem: a player who is not well-established cannot afford to produce these stabases and other structures. A player who IS well-established would not have these problems. It may slow them down a little, but not enough to rectify the problem. My system makes the rest of the galaxy gang up and try to take
I do not think that feature exists. Sorry.
You can control the financial resorces and algorythms to a certain degree from the race customization screen, but is is fairly limited and you cannot apply it to the regular races. What I am talking about is a system that basically removes the upper limit to the game's difficulty.
Although a relative gov size cost sounds like a good idea, it would be extrordinarily difficult to impliment while retainging my personal key factor: moddability. If gov costs were to increase with civ size, the gov techs would have to be seperated from the rest of the techs, which seems like a lot of work for a very simple problem. Of course, Alf's cap is about as subtle as a brick, and there is no way to make it realistic in a game. Hence, my possible soultion: balanced govs. T
It says what algorythms the AI is allowed to use. I cannot tell you what these algorythms are w/o cracking the game, which would probably get me in trouble with Stardock, if not with the law.
The field's values (assuming they haven't changed in D- or TA) are: <td style="padding-right: 5.4pt; padding-left: 5.4pt; paddin
There is a "HowAIWoudlVote" field in the UPissues.xml that seems to govern the decisions... although not very well! Try to fix the voting system in 3, Cari! EDIT: Also, the UP should have actual TEETH. If a race is conquoring left & right, it should vote to ally all players against them until they are dead. If someone has all six ascension crystals, it should force them to destroy a few of their ascender bases. That sort of thing. It would make the UP more improtant, and prob
Culture-Bombing. Plain and simple. Jacks up my tourism income (sometimes to the point where I have a 0% tax rate!), allows me to rule over the UP, and I can trade vast swaths of those crappy IPs to get the rest of the galaxy to destroy anyone who poses a threat.
I guess my "no highest level" idea will not be a satisfactory fix... Nonetheless, I believe it does have merit, and there is always the brute-force approach of giving the AI fantastic resorces if fancy programming fails[e digicons]:banhammer:[/e] .
Guys, I think I have a solution: Do not have a highest level. Difficulty is primerily based on the AI's tax revenue, correct? Well, tax revenue seems to me like it could be increased indefinately. So, have a level after Suicidal where you can set the % increase as high as you want. This will make the game essentially have no upper limit to its difficulty (I realise that there is an eventual limit simply because you can only enter a finite number of digits, but that is so rediculously high I d
Most of what you need to know is in CariElf's modding guide, or on one of the tutorials: https://www.galciv2.com/mods/gc2modsdoc.htm https://forums.galciv2.com/151102
No, he's talking about something different that I have never heard of. I think it is some sort of comedic mod, but I really have no idea. UPDATE (NEW IDEA): You know how the AI will tell you to move transports out of their treeitory and stop culture-bombing or face a relations penalty? You should be able to do the same thing from the diplo screen. (I know you can demand stuff, but I always saw that as a "please help out the other guy" polite request rather than an ultimatum.)
I don't see the Korx making an ethical choice out of corporate corruption, either. It also might be nice if Stardock put their ship part models in some format OTHER than those accursed "x" files. (I wonder... did whoever came up with that format do so before or after the TV show...[e digicons]^_^[/e] )
With regards to governments: I nwant there to be more of them, I want them to be moddable, and I want there to be requirements, possibly based on civ metrics. i.e. you could not choose a Theocracy if your race is Scientific, or an Empire if you are Libertarian. Has this thread gotten the attention of the Stardock people yet?
[quote]I'm pretty sure a majority of us call him SS...[/quote] I always just call him (or her, I doubt that any of us actually know!) "Sole". As for the Nazi thing, the Waffen SS were a fairly small component of Hitler's overall military and dictatorial machinery. Still, you do have a point... Oh, and Alfonse, it stands to reason that two games with the same engine will play in the same manner. As you yorself said using an analogy with Civ 3, you can change the techs, units, i