Grallonsphere

Grallonsphere

Joined Member # 458272
1 Posts 4 Replies 370 Reputation

Is there a way to limit the population on habitable planets ? There 100 billion planets are utterly silly. G.

4 Replies 1,634 Views

Now I understand what was happening to me ! I've created an "Environmentalist" party with +10 quality/+20 pop growth and was wondering why the AI's planets would change from 19 to 22 after reload... Another thing I noticed, maybe it's been reported already. When you built the Political Capital - the Icon won't leave your old capital for the new one so you end up with 2 capitals. MG

15 Replies 569 Views

Well I'm at all brights AI now and it always starts well - Im in the lead for the first part. Then all of a sudden one or two alien civs jump up and leave me far behind. This happens when I'm far ahead economically, technologically, production wise... And since the upping of the minor diplomacy - I dont trade with minors anymore (they'll only accept ridiculously low offers) - so the other majors cant be getting techs from them can they ? I'm starting to find the whole thing tedious. So much

15 Replies 748 Views

I always found that the initial range of ships, expecially the explorer and the scout - is too big. With the explorer for instance you can explore prety much 25% of a gigantic map from the start. Now in the ship stats files there's a value named "Range" - which Ive edited. For instance i've reduced the survey ship's range from 4 to 2. But when loading the game - the survey ship keeps his old range. What should I do ? MG

2 Replies 2,463 Views

in the *.PARTY files, where the stats for each pol party is located, there's a bonus type section and a penalty section. Why is it that if you have a bonus in economics of 20% the penalty is economics -20% ? Does that mean it cancels out the bonus ?!? Thanks MG

2 Replies 1,678 Views

How do I change at which point a government can be changed. If I don't want say republic to become available with Diplomacy but later on ? All the tech file says is Ability = "diplomacy". This is reated in every tech entry related to a gov change - but without being specific as to which form. Thanks MG.

1 Replies 2,720 Views

When I colonize a planet and the moral choice let me have technological and/or economic bonuses - they don't appear in the detail view of the new planet. Production bonuses do appear though. At 14 pages - does Frogboy still read this thread ? MG

633 Replies 33,268 Views

Am I the only one to find the diplomacy engine is ... clumsy ?! Having to "trial-&-error" every goddam proposal you make to the AI is increasingly tedious. I suggest Stardock should look at EUII for ideas. Such as the likely acceptance factor, where you tailor your offer depending on the likelihood your opponent will accept it. In EUII you get points for your victories and depending on the number accumulated you can increase or decrease what will likely be accepted as settlement. I

0 Replies 115 Views

What's a fitting price for any of them ? I know the AI doesnt understand trade deals lasting longer than 20 turns so how much should one ask for one trade good ? MG

11 Replies 632 Views

Setting my production to 100% !!! I've never done that - I seem to recall reading that it wasn't good to over-utilize government spending..?! I sincerely hope we get system spending implemented soon - I think the MOO3 had a pretty good idea with their 'development plans' idea - couple that with system spending and you'd get a decent production system. Also I'd suggest, with regards to the production waste problem, that a 3rd slider be included - whenever you're not using social and/or militar

12 Replies 445 Views

Funny that as I always play on gigantic maps with rare habitable worlds and with opponents set to normal - and I always end up being swallowed bu the AI. I meet them, I'm ahead financially, industrially and technologically; a *few* turns later - and without them having colonized more worlds - they outproduce me and leave me behind in the technological race... I'm above my ears in debt and still I cant seem to maintain myself. My last game I was fortunate enough to have 7 colonies - 12 of whic

12 Replies 445 Views

After installing update 1.02.042 yesterday I went back to my saved game and noticed the music was no longer playing while in the main interface. I thought this might be because I had started a game with a previous version so I started a new one - same result. I check in the control screen - under playlist and there's nothing there... is this related to the mp3s being played ? I checked my game folders thinking the update might have erased or moved some files - all the MP3s are in their folder

3 Replies 196 Views

Well PriestofDiscord as I mentioned earlier, any planet has a carrying capacity. To go beyond that limit means ecological collapse. Besides there are capacity modifiers already. Speaking of which - soil enrichment should increase pop growth rather than pop capacity. MG

21 Replies 735 Views

I dont know if this has been discussed but I'd like to suggest this modification/add-on: When declaring war your trade routes should suffer a significant loss without being cut off - it's a pain to have to rebuild another freighter and send it across the galaxy (takes forever in early to mid-game). This could be cumulative with the piracy already implemented. Something like maybe 80-90% of the original value would be lost. I suggest this becuz it's a well known fact that even during

3 Replies 157 Views

Something like 7 B for class 15 and up 1 B for each successive class - so a class 42 for instance (highest I've seen so far) would have a limit of 34 billion inhabitants. Of course the reverse would be true - planets with lower class could have their capacity reduced by 1 B - so a class 14 would be 5 and so on - down until class 8. Below that its rather tricky to colonize anyway. MG

21 Replies 735 Views

Shouldnt there be a carrying capacity limit for each planet class ? I mean in my latest game Earth was a class 24 planet with 29 BILLION people ! In reality this would trigger ecological collapse. Besides, such a limit would enhance the fight to control good planets. For exemple I always have the 'rare' planet quality setting when I play (and I still find there's too many yellow stars btw). MG

21 Replies 735 Views

I've started changing things here and there in the data files (cautiously since there's no edit guide and/or editor out yet) and was wondering if the number of Trade Goods is hard coded. I know each has its own ID but are these IDs related to the tech ids etc ? I'd like to create new ones. Also, are the existing TG used anywhere in actuality ? I mean on my trade page I don't see any mention of those I've either aquired through trade or developed myself. Finally are the TG

4 Replies 234 Views