adamb1011

adamb1011

Joined Member # 6156329
5 Posts 181 Replies 678 Reputation

With farms , you dont want to build them all at once. Build the growth building to start with, when they aren't upgrading run birth subsidies, and slowly replace your starting 1-3 factories with farms as you need to expand your pop limit. Then start replacing your tech buildings - slowly. there is a point at which additional farms hurt you - but I think for a decent size planet that's at least 50 pop depending on your tech level

4 Replies 14,648 Views

what turn number is it? Build tall as possible. Surround each planet with 5 economic starbases minimum. Agree at least 1/3 of your planets should be tech focused, and they should be high pop and class planets. Then, find a weak neighbour who is not of your ideology and bribe everyone who is their ideology to attack them. Bring transports to the party, and try to take as many worlds as you can hold. Then sue for peace (or ovbliterate them) and build those worlds

4 Replies 14,648 Views

Yeah look I agree your post was at least constructive. But I still think that a post about godlike just to say "hey I found this cool diplomacy tech exploit" or "diplomacy win is broken" is not exactly gamebreaking stuff for the majority of players. Unlike say "hey so I killed this precursor anomaly and now I just win. Or my favourite still... "Hey so I found this precursor military manufacturing world next to my home planet. Let the colony spam begin!!!" Guess I missed

27 Replies 118,875 Views

There's exploits in every decent 4x game. As you increase the complexity, and interactions between features, then inevitably they will pop up. The key is to squash the huge ones that affect the most. Diplomacy victory is not one of them. I admit his suggestions were productive and broadly made sense, although #3 is clearly a bandaid solution and a nerf to an arguably underpowered tree (when not exploited), and #1 has been posted about 100x before in the forum. <

27 Replies 118,875 Views

So let me get this straight. You try as hard as possible to employ every known balance exploit you can find, go for an under-played and thus underbalanced victory type, exploit a brand new and clearly poorly balanced (but cool) new feature, then complain game is too easy? Uh huh. Game might be too easy (I tend to agree with you), but you didnt prove it in this post. Go and post a game where you get a conquest/tech victory in a non-skewed map (ie one with enough AI dens

27 Replies 118,875 Views

The point you make about planet sensor range and defences is a really good one. As you put it - you defend with fleets, so planets should able to build buildings that bolster fleets in orbit. Or even add to them with fighters etc. Also mYaybe the best orbital defence you can buy is a good sensor system to see fleets coming a loong way away and respond accordingly....

23 Replies 48,746 Views

SMAC did exceptional job with tech voiceovers etc. As a physicist myself, 99% of them were plausible and based on real life things that may one day occur. It really increased the immersion. The secret project movies were amazing too. Right now i feel like galciv lacks that depth of content and it hurts immersion. It's one of the things that made SMAC great. @frogboy - you have my email on file. Reach out - I work for a business that may be able to help you crowdsource is stu

32 Replies 61,231 Views

What id like to see is: 1) More AI improvements. The better the AI, the more challenging and "sticky" the game. Nobody likes to win too easily. Lots of room for improvement in terms of tech choices, earlygame play, and a general intelligence. Really crucial to improving long term engagement. 2) An overhaul of the economic system as you've suggested. More depth needed. Really like the citizen specialisation idea. 3) More work on diplomacy. Its not done yet. I think

32 Replies 61,231 Views

Im gonna disagree and say that the game is actually in a semi-decent state right now. I never use the wheel and frankly don't care if its not perfectly efficient. The population system sounds very interesting. In particular, you could introduce "schools" as a building, which skew your pop growth towards one speciality. Would be very interesting. Actually, even right now - ever since you ramped up the population growth HUGELY, the game feels much faster and honestly b

32 Replies 61,231 Views

Retreating should definitely be an option, although it should be a difficult process and be some thing you must gear your fleets towards. I think one decent solution is: 1) allow retreating at any time in a battle when the fight becomes substantially one-sided (based on fleet stats). Ie once a fleet reaches over double the power of another. I don't think it matters whether a fleet initiates a retreat automatically or on a players command. 2) E

12 Replies 25,154 Views