I can present one cautionary tale from the other end of the 4X spectrum, namely when planet-capture is available at early techs, without any constraint (except normal research + building). In Malfador's Space Empires series (3, 4, 5), ground troops are immediately buildable (just weak). They're small and cheap. 12 x size 8 fit into the default cargo component of capacity 100, and take <1 turn to build (with a homeworld's build rate). I like
Gilmoy
[quote who="DivineWrath" reply="34" id="3493655"] I did not enjoy the diplomacy in Space Empires 5. It was not clear what diplomacy buttons to click in response to different requests or how to properly make a request. [/quote] SE5's diplomacy amused me. But I found the SE* series so unchallenging that I always play Team Mode, all humans (i.e. me alone) vs. all AIs. Then I set "many" AIs on "hard" difficulty, and hope for 17-19 of them. (If I get "only"
Uh ... I sidestep the issue by exploiting the heck out of the Mindfulness bug [e digicons]:hrmph:[/e] . That plus some starbases/Stadia, and all of my planets play on the bottom rim. Just like the 0.31 Alpha economy! then it's a race for tourism tech before my yolk runs out For my starbase influence growth test, I whipped Iridium through 80 turns in 20 minutes, and didn't care a whit about my Approval (which hit 53% before I got Adaptive Farms).&nbs
Confirmed: Starting a new game does show my local XML mod(s). Giljoyment gives Recreation Center! next, I'll really rename it to that
Hah! One more strain on our overtaxed homeworld shipyard! I like it! I amend the idea: You get advantages not related to war, i.e. they pump stuff other than your ships' ability to kill other ships. Resources and mining are placeholders, right? We know there are at least 2 other resources coming, plus the carrier components will guzzle them. What does it mean for a tech to require e.g
Perhaps what Stardock needs is a script-level rule: AND IS-A Then the property of uniqueness persists along every upgrade path, without a human having to specify every preclusion manually. ... i.e. the XML script itself is only an instance within some higher script-language-design meta-language [e digicons]:grin:[/e]
Or move the transports manually?
Altarian's [0.42-09/11] tech tree has a bug caused by a typo in [StarbaseModuleDef.xml]. It4 (Investment, tourism, tier 4) Enjoyment does not give Recreation Center. It5 Interstellar Tourism gives Orbital Resort . But since it upgrades from Recreation Center, you still can't build it. Cause: [AltarianTechDefs.xml] gives the <GenericN
I knew the name I wanted to give, and the etymology for it. From a fictitious-milieu pov, it creates an interesting test in creator's ethics. If you create fictitious names for mass consumption in English, is there an ethical obligation to be authentic ? By this, I mean that you can obviously be identical to English (e.g. if you call it a "cat", readers shall assume it's the same as an Earth housecat) , or c
Strictly speaking, Tech Brokering should be where that guy trades to that other guy, and you sit in the middle and take a cut. A tax on both your trade routes!!
The 0.42-09/11 build supercedes (and replaces) the 0.42 opt-in. It still says "Ver. 0.42" in the game. Right away, I see these changes: Iridium constructors are fixed [e digicons]:sun:[/e] Files now datestamped 09/11: DrenginTechDefs.xml ImprovementDefs.xml (somebody run Windiff on this and the old one, tell us what changed) However, Iridium exhibits other bugs. I've never played them unt
This is the 0.42-09/11 emergency patch-to-the-patch. On the plus side, Iridium constructor no longer crashes on Create Starbase. Yaay! But Iridium's tech tree is riddled with inconsistencies. Nomenclature : X = Expansion, N = Engineering, C = Economics. These bugs confound the Influence Gambit approach with Iridium. Economics/Marketing improvements have no hovertips . You can't see their st
In the [0.42 opt-in] Benevolent tree: [ok] tier 1 Benevolence [ok] tier 2 Mindfulness (known bug: the "to first 3 planets" restriction is not implemented) [_] tier 2 Pioneering does not grant the "fully loaded colony ship". It simply doesn't appear. (It did in 0.41.) See also Rhonin_the_wizard's thread <a href="https://forums.galciv3.com/45754
[quote who="Franco fx" reply="28" id="3493068"] Now that colony ships auto-launch, there doesn't seem to be an option to load fewer than max population and the number of pods does not matter. Will there be any options for smaller colonies in the future? [/quote] Selective pop-filling is already in the dev queue. For the rest of [0.42], just suffer a bit longer. The [0.30 - 0.42] rule is: The shipyard's primary sponsor (which is
[quote who="tid242" reply="24" id="3492868"] ... there was talk originally about technologies on the tech "tree" possibly requiring multiple prerequisite technologies - or at least the ability to mod them in. [/quote] It's already like that. The XML can specify any labyrinthine prerequisites (as a flat text list of any combo of prerequisite tech levels and buildables). The tree-based UI just doesn't draw what's in the XML. To
Invading doesn't reset current influence? [e digicons]XD[/e] mu-ha-ha
What you say?!
The best UI cue I've seen for this is (in an old Windows Empire clone) is (generically) a dynamic mouse cursor , which changes shape to indicate what command context you're in, and floats a tiny icon next to the arrowhead with context-sensitive data. For ship movement, the obvious datum is distance. Then the mouse becomes a tape measure . More elaborately, you can float a tiny menu right next to the arrow tip, so
Is there a Beta console command that will let us peek at a non-friendly planet's Manage screen? Edit: In [0.42-0911], the god console command, which "toggles the ability to manage all empires", does not let you peek at AI planets. In fact: it seems to have no effect at all . I played 10 turns with god mode toggled on, and nothing changed. Or, equivalently :), fli
G. The Influence Gambit: Consulates before Growth/Research/Expansion With this in mind, I pondered an Influence Gambit (which I'm following in my test game). The concept of current influence as clock has totally rearranged my priorities. End-of-game lifecycle pov. Suppose the game shall last until turn 300. What shall you build by turn 10? <u
F. Influence-in-space (hexes), Voronoi diagrams, flip-duels I lack data here. I'll edit this as I learn. Your ZOC shows space hexes that are "within your influence" (or "sphere of control"). But ... [_] Do space hexes in your ZOC have Influence as a numerical attribute? Friendly ZOCs evidently merge via a simple max</
E. Epiphanies I was startled at some of these results. They're non-intuitive ... so we must retrain our intuition . Current influence is a clock. This is ... a ginormous concept, which should cause you to completely re-assess the worth of Influence improvements. It sure flip-flopped my estimate of "lowly" Consulates!! Current Influen
D2. Influence-to-Radius: Notes and Comments Consider a new game. Homeworld ctor initializes current influence 30. Civilization Capital gives igrowth +2 base points. Assume we keep Approval 100% = +50% bonus tier. Then igrowth = 3. T/A/I all have the Influential (+2) racial trait = Influence +25%, so their total influence = (30 + 0.3t) * 1.25 .</
D. Influence-to-Radius: Function and Data Math interval nomenclature: Square brackets [, ] denote closed endpoints. I use these when I'm nigh-certain of a breakpoint. Parentheses (, ) denote open endpoints. I use these when my data are too coarse to be sure of a breakpoint. Total influence UI display seems to round nearest to 0.1 precision.
C. Confound: Starbases The above is for planets only. Starbases add their own twist. Keep in mind that starbases are missing many planned features, e.g. the crew and module effects tabs on the Starbase Manage screen. Surely starbase influence UI will be part of a future Beta release. [_] Starbases do(?) have their own Influence Growth. We just can't see it yet.