The last i heard, the top 2 difficulty levels get the FOW removed for the AI and it really does know everything from the start. On normal and lower difficulties it plays by the rules. That may have changed at some point.
leiavoia
As others have said, there are no "right" settings. It's just about what floats your boat. I tend to play on lonely galaxies with lots of empty space and many civs struggling to eak out an existence.
If a person with DLC makes ships with new ship parts, can these ships be distributed to persons without the DLC? Will these ships be invalid/illegal designs?
Make sure your text editor is using the correct line endings (windows /r/n/ versus UNIX style /n) For this blob of text, it works better not to have any line breaks.
Minor civ planets don't flip either. They have 100% immunity.
[quote]I don't want to get five hours in and have to restart again. [/quote] That's just a nice way of saying you don't want to lose ;-) I would recommend playing on Small/Medium but increasing your opponents to ~12. This makes it more a "knife fight" scenario where things get interesting quickly. Then you'll know sooner if you want to continue on with it. You can download more races from the steam thingy or Nexus Mods.
Maybe there was just more than once genius who thought of the same thing at roughly the same time. Wouldn't be the first time in history that happened.
This is not a bug, but it does make for some odd scenarios. The first game i ever played, I captured a minor-faction planet very near the Altarian homeworld. As soon as the planet was mine, it insta-flipped to the Altarians. I tried recapturing it, and it insta-flipped again. It's kinda cool that it creates an emergent system where you can't dive in and grab planets out of the opponent’s back pocket. On the other hand, the AI needs to know about this.
I only play with robots, "Best" or not.
I would argue that the "Battle Prediction" feature treads into "game plays itself" territory. The new Master of Orion has this feature as well and i think it makes testing your new ship designs less interesting when the computer simply tells you if you're going to win or not. Just a thought.
What Naselus is saying is that if you double the galaxy size but also double the movement speed and sensor range, you just came back to where you started. It's the same game as the half-sized map. all other content being equal. I'm of the opinion that large maps should present the vastness of space itself as an obstacle. It should take forever to explore and to travel. Having a "fast paced large galaxy" is sort of an oxymoron to me. Pick the Insane map if you
A Master of Orion style "Final War" scenario would also be interesting.
[quote who="Mystikmind" reply="5" id="3620290"] an emergency 'boring' button ... to spawn a mega invasion event [/quote] +1 Just like good ol' SimCity. This is like 20 minutes of programming time for a feature many would love.
[quote who="MacsenLP" reply="33" id="3619855"] Quoting stevezar, reply 31 I don't think we really have a vocabulary to describe why Go seems so difficult to program compared to other superficially similar games According to the Go wiki page the number of possible Go games is vast (10 to the
The compromise would be to allow tech brokering (for the sake of the AI) but willingly abstain for trading yourself (as a personal handicap).
I liked the GC2 notices better also. Wouldn't mind having them back.
To be fair, 95% of the GC2 update was done by a small handful of dedicated fans. Brad personally squashed a few AI bugs identified by them. It's also worth playing. Go play it.
Or, you can look at it as the challenge of having to do without.
This would mimick an actual board game being played around a table. "Don't trade with him! He's going to win!" I would totally support that.
High level perspective on this robot stuff: Simply from a player's point of view, i much prefer the maintenance grid as SP instead of 1pp. Why? Because otherwise i have to routinely build the blasted thing on every single planet. NOT building it is almost always a bad idea except for very low PQ planets. Building the same building over and over "because i have to" simply isn't fun. On the other hand, even as a SP, it's such a low cost tech
1) Pick your weakest, closest neighbor; preferably one you hate. 2) Build a fleet that can shoot down any troublemakers. 3) Stage transports around all of their worlds. 4) Declare War / Invade as many planets as possible in one turn before they can react. 5) Build up captured worlds. 6) Repeat on next-smallest / least favorite neightbor. It's really all about being a bad neighbor. * If you haven't already, capture
[quote who="Alodan" reply="132" id="3613402"] You already control the planets output by building placement, why do we have to control it with the wheel as well? Changing the focus with the wrong buildings gives you almost no output anyway so the only reason to use the wheel is to adjust the output to the placed buildings which is just stupid. [/quote] Agree with this. While i wouldn't call it per se "stupid", i'm voting for a "buildings determine output" economy in f
I don't mind if work continues, but i do agree with Mabus. The CU as-is is now the new GC2 base game. If persons want to fork the main CU branch and develop towards CU 7.0, that's cool, but assuming it will be a mod. CU6 is stable and i don't want to go back and arbitrarily start changing numbers on everything again. That said, thanks to everyone who helped with CU6. The game is much better for it.
Probably because of visibility calculations. Even so, let's be reasonable; It's the maximum amount of AIs in the maximum amount of space. You're really hitting the threshold of your CPU at that point. It's naturally going to take a while. [Interesting observation of human behaviour here as well: people seem to go right for the biggest map possible or stay around small/medium size. Not a lot in between. I would love to see some stats on that.]
Perfectly normal. The dead worlds are there to give you something to explore through. After that, they serve no real purpose.