[quote who="Frogboy" reply="40" id="3582606"] Quoting erischild, reply 30 Quoting Frogboy, reply 29 NO. Peopl
marigoldran
How many colonies does it have?
Clearly the key to winning with Naselus's mod is to sell the Gal Civ III equivalent of junk bonds to the AI for debt financing.
[e digicons]:D[/e] [e digicons]:D[/e] [e digicons]:D[/e] . This is great. I'm only on turn 90-ish or though. I'll eventually get to the deficits that you're running.... I would be at those numbers if it wasn't for Krynn tech and lots of marketplace worlds. Currently I have no warships for maintenance. But I will get there eventually....
Sure. But then you'll end up wasting a lot of time building an inferior product that any strategically intelligent person can drive a truck through. If you are incapable of listening to good advice, well, I guess I'll just rip into shreds whatever AI you decide to come up with and post it over the forums.
Teach the AI to build economic rings around its planets (for the increase in raw production) BUT THEN TO SPEND THE REST OF ITS RESOURCES BY BUILDING FACTORIES OR RESEARCH LABS ON THEM DEPENDING ON WHAT TYPE OF PLANET IT IS. To get the AI to become economically competent, you need to teach the AI how to specialize.
Tech priority is very simple: 1. Two engine techs first on larger maps. On smaller maps you can skip the second one (but you still want the first engine tech). 2. Hives and Hyperion Matrix if you're the Thalan. 3. Interstellar Government line for raw production boosts. 4. Whatever it is that you lack. In other words, to make a rule set for the AI YOU NEED TO BALANCE THE GAME MECHANICS FIRST. <p
I'm playing on Insane/Abundant with Nassie's mod that changes LEP to -0.2 Money/Planet. Currently on about 120 colonies, running a deficit of -700 credits/turn despite dozens of marketplace worlds. Still expanding. To finance my deficit, I've been taking full advantage of comparative advantage: I'm better at specializing my worlds (especially my research worlds) whereas the AI gets massive economic bonuses due to being on God-like difficulty. Conseque
-700 credits/turn. 10 turns of solvency left. Time to expand more! Getting close to 120 colonies. Turn 90-ish or so. It'll be fine. As long as you can service your debt, it's all good. Thank god for comparative advantage. Taking full advantage of it by trading research for money to stave off bankruptcy. The economic system of this game is actually pretty complex and gorgeous. Now if only the AI would get better at
[quote who="naselus" reply="8" id="3582476"] Quoting Tetrasodium, reply 7 Seriously, wtf man? you seem to be jumping into every thread I'm involved in, no matter how unrelated , & inserting random "play the thalan" "look at the thalan", "lets play yor v thalan multipl
[quote who="janhardo" reply="3" id="3582331"] Is there a easy way to look at the raw production figures for the races ? Well it is the wheel where you can find the raw production what for production... can be distributed to social /miltair manufacturing. Mp=m*p^exponent ..this is a exponential formulae ( i found this on Wiki for CalCiv3 ) p= Colony population (in billions) Mp = The Total Manufacturing generated by population==> this outp
The AI cannot play the Thalans correctly. A human, however, can. If you want to play a multiplayer game where you play a custom Yor tech race and I play a custom Thalan tech race, then let's do it.
[quote who="Tetrasodium" reply="3" id="3582351"] Quoting marigoldran, reply 2 You should take a look at the Thalans. uhh?. The point of the thread is to get the sot of information I gave about -my- yor/favorite race's gameplay from others and -their- equivalent with -their- favorite
So in summary we need more talented XML script monkeys. Is there an emoticon here with pictures of a monkey? The best I can find is this: [e digicons]:pig:[/e]
Having 101 colonies is sort of like having 101 spouses. Think about that! Maybe not quite as bad, but the management starts getting intense.
The problem with the game is that I treat un-colonized planets like the way a Saudi Prince treats attractive, unmarried Arab women. At some point the upkeep is simply not worth it, but I JUST CAN'T RESIST. I currently have 101 colonies, which sort of is like having 101 wives. Not quite as bad but the micro and upkeep is nonetheless getting pretty large.
Any chance you can look at the Reapers (custom race) and see what they did right? The Reapers have consistently been at or near the top in my games. As have the Collectors.
The power graph is misleading. You should look at raw production figures. They matter more.
Uh, Thalans. Yeah. Thalans. Take a look at Hives and Gaia Vortex and Hyperion Matrix and think about it. Then think about it some more. Tech choices for larger maps? Really obvious: 1. 1-2 Engine techs for faster ships. Self explanatory. 2. Hives if Thalan. 2. Orbital manufacturing (small hulls for custom designed colony ships). 3. Interstellar Government techs for massiv
Oh yeah, one of the reasons the Reapers were so powerful in my game is because the modder custom designed speed 18 default colony ships for them. This makes a big difference. I think changing the default colony ship design for the AI will make a big difference in eventual AI power.
Change the power calculations to reflect ONLY raw production and current military to get a better idea of where the AI is. In the vast majority of games on insane/abundant, only those two things matter.
You should take a look at the Thalans.
To summarize: 1. The AI do not specialize their worlds. 2. Generally poor tech choices. 3. The AI does not work towards any short-term goals. They just appear to randomly build stuff.
Yeah, I would agree with you on points 1 and 3. I'm holding off on the DLC purchases though, waiting for more changes to the AI and game mechanics.
[quote who="janhardo" reply="3" id="3581875"] Thanks! I declared war too early..staying neutral as long as possible that is a good strategy! Why i need more planets then the AI ? ( that's a goal, but difficult to achieve ? ) Because it is on Godlike level .. development of races go as fast as possible..and 50 turns how many colonies is this ? ( i do need a critical number of colonies to get a economic advantage ) Perhaps can marigoldran ( th