Try playing a synthetic race. It's a very different situation. also try mixing up the difficult levels per opponent. Put at least one on godlike, a few on genius, some on normal, and few on easy. That produces a natural imbalance in the galaxy that gives military fodder for the more adept civs. Large / Tight Cluster / Uncommon Stars makes a more interesting exploration phase and galactic topography. The mods that provide extra planetary goodies and event are easy
leiavoia
[quote who="ProudCanadian" reply="24" id="3685368"] I suppose I should have titled my post "would you consider removing/disabling the invasion mini-game until it is fully developed" [/quote] Yes, a better way to say it. Currently, there is only one right way to invade a planet. That isn't an "interesting choice". Therefore, it becomes another layer of useless busywork. It either needs to be removed or improved. (I vote for removed - I'm a
Slowness comes from the CPU, not the RAM (unless you have so little RAM that you start page-thrashing your harddrive). The more stuff you have, the more there is to compute. The more economies to crunch, the more AIs thinking out their turns, the more fleets doing pathfinding, etc.
Civs at war take substantially longer to process than civs at peace. However, y'all playing on the largest map sizes need to be reasonable about turn times. It's called ludicrous for a reason.
Just make the population exponent a tech and/or race trait. Then everyone can be happy.
[quote]Nightmare torpedoes do loads of damage, but cost loads of antimatter, and antimatter is scarce. Okay. [/quote] That completely depends on your galaxy setup. Two of the last several galaxies i played in had ridiculous levels of antimatter. So when you have antimatter, you make antimatter-aid. If your map has none, you don't.
[quote who="Gauntlet03" reply="1" id="3684814"] It would take work for them to remove it... so why bother? Just auto resolve everything. [/quote] because the auto resolver is currently buggy and frequently loses battles where you have overwhelming 10:1 firepower.
When civs get to the end of their line, they often surrender and gift their remaining assets to one of their buddies (which can sometimes even be you). You can disable surrenders in the options menu if that bothers you. the game is very opaque about why you lossed. This is a known issue.
The victory conditions available to you are also available to your opponents. If any of them achieve victory before you do, you lose.
Yeah, just set them to the same team when you do your galaxy setup.
2 is very good and definitely worth playing, even now. It recently had a fan patch added to the main game which rebalances virtually everything.
Fighters need time to regenerate after battles perhaps?
Yes, just put all of your legions down on one single hex next to the capital. It's unintuitive silly nonsense, but that is the only way to make it work right now.
[quote who="Ryat" reply="1" id="3684198"] it is a whole lot better than before. [/quote] I would actually disagree. The auto-resolve results in failure even with overwhelming odds, and the tactical game isn't really a game if all i do is plant all of my legions next to the capital. I'm not trying to be unappreciative, but this feature needs to bake longer. Right now it's just a speed bump on my way to conquering the planet.
Tips: Robots! Synthetic races take a looong time to get rolling, but once they do its a cakewalk. You don't have to deal with morale, loyalty, cities, food production, etc. You just focus on building stuff. Asteroids! These are the single biggest boost to ... well, everything. Mine lots of asteroids, even if that means building a starbase next to a clump in the middle of nowhere just to get your influence over them. Keep the AI busy. If they are fighting wars with each
You can still have "major minors" by setting a few races on the config screen with reduced race picks and/or idiot level ai.
[quote who="snarfo67" reply="14" id="3683801"] When I have a fleet with a survey ship attacking a defended anomaly I sometimes get... uh... anomalous behavior. If the attack happened at the tail end of a turn where the turn would automatically end and go to the AI turns, I get the attack prompt but then the turn ends before it's resolved. When my turn comes back around again the anomaly is still there and I can still try to attack it--- but nothing happens. The workaround I've found is t
Have you ever played in a galaxy with little or no antimatter?
No civ will ever trade a resource if they have any less than 5. Period. What's actually happening is that they refuse to trade >=25% of their stock in any given resource. It's a hardcoded number.
[quote who="Seafireliv" reply="1" id="3683621"] I mean seriously, man, I want to support the Devs, but not just on the Publisher`s/dev`s terms. It`s a two-way street; customer - to - Publisher/Devs. Show some respect for your consumer base. [/quote] Before jumping to conclusions, please consider: Vacation time Extended holiday off time Company planning meetings Out sick Conventions Emergency family situation</l
It would also cut down the tedium of mopping them up. The problem is that "terms of surrender" don't mean anything to AI player or anyone exiting the game at that point.
It's a known issue. Please submit your saved game file as a help ticket for analysis and maybe it will help prioritize the problem. It's been this way since 2.0.
How would this affect diplomatic relationships? Can that be modded out?
I have plenty in my games. They are not full-fledged civs anymore. They show up as a logo on a planet and nothing more.
[quote who="Publius of NV" reply="8" id="3683451"]. The only reason I've seen to not do this was in that post by Frogboy, where he knew he didn't have enough legions to take the planet but wanted to degrade it by destroying improvements. So he put his legions far away from the capital so that more improvements would be destroyed as they made their way to the capital. [/quote] Right. The issue there is that I already know in advance if I am legion-deficient, so I am goi