Thelon Fairblade: Wow! Some *great* ideas!
YIN-
Sounds to me like a continuation of similar issue on how the game takes a few turns (upon reload) to count back all the influence, etc. You'll notice those number chance at reload and eventually settle themselves back. Perhaps the tech rating does the same thing?
"Vegas": Capturing resources generates income -- your *only* source of income! No way to 'turtle' on this map!
Seems like it! I gave a quick test to see if the on-the-fly trade negotiations thing was working -- and it was! So did I download this before Brad made the announcement, or am I smoking something again? LOL
"Blind Date": You start the game automatically aligned with a Civ., and the alliance can't be broken until you're the only last two left standing. "The Bachelor": 5 lonely AI civs all seem to want to be your best friend, and you start the game having to choose one -- but 4 of them are actually armed with a hidden ability to wreck your econ half way into the game (think: Marrying the wrong woman!). Will you choose the right civ to form an alliance with or with this be intergalactic divo
"For "Starbase Dash," what purpose would there be in building starbases there?" No, the starbases are *already* there, you see. They start off not being owned by anybody. The first constructor to claim them gets them! ""The Pit" I hope you're planing on a really short game! If one civ doesn't gain military ascendency and take over, then the player with the highest culture will swallow the other civs up pretty quickly." It would interesting to see. Early defenses a
One of Brad's goals (it's printed on the CD case, in fact) is: "Never the Same Galaxy Twice" Part of that variety, I think, he hoped would come in people choosing techs based on their situations at the moment rather than always beelining to their favorite tech. So without a tech tree, you'd always be discovering neat layers in unexplored areas of research, etc. Of course, many strat. players simply want to pick and choose their path. Frankly, I rather like not always remember
I'd love to see some map options along the lines of suggestions to let people choose their placement on the map (corner or central, etcl). Please add others: "Resource Dash": All the resources are in the dead center sector of the galaxy. This will only result in a fun game, of course, if the AI knows to fight for them. "Resource Desert": Like it sounds -- no resources! "Starbase Dash": Same idea as the centralized resources only put starbases there -- allowing no oth
I'm thinking with the latest patch (stand alone out today?), I'll just impose my own self-restrictions. Any good ideas on what would be good restrictions to put on myself? * Starbases on any resources ... of course. * No more than 2 starbases in a sector, unless there are said resources? How does that sound? Is this roughly what the AI seems to be doing? I'm happy to not play a cheesy tactic if it means the AI and I are on the same page. Brad: W
Also, don't forget this thread: http://www.galciv.com/forum.asp?id=37539&BID=GF&page=1 :D
Just thought I'd add here that this and the 'wasted resources' thread are very much interlinked: Many people are putting constructors as their default military build because there is no upkeep on them, and since you'd 'lose' an opportunity otherwise, it becomes a no-brainer to make tons of constuctors and, thereby, starbases.
Well, I've lobbied that once you get the required tech that the 'option' to offer an alliance absolutely MUST appear on the screen (to be refused, of course, if you are not 'Close'). Not having it there is, in my view, a poor design choice that makes it look like there's a bug. And let me just say, it's awfully hard to find poor design choices in an otherwise gem of a game! :)
http://www.galciv.com/forum.asp?id=37539&BID=GF&page=1 Another reason to look closely at how starbases are being abused in the game.
**not a bump**
Mythor: Try this link: http://www.gamehippo.com/utilities/turbo.shtml :D
Ah, well that's something at least. If anybody can get the AI to handle starbases as well as a human being can, I imagine it's Brad. ;)
No hint from Brad about starbases updates? Is it even 'on the radar'? :)
:D Can't wait ... been holding off playing ...
As a side note here, I think the bonuses given by starbases --for ships as well as econ., influence, etc.-- are an important issue here. If the human player is maxing out these bonuses while the AI isn't, you're going to see great imbalances. Yes, I've got starbase on the brain. :D
Yeah, what Asmodean_dk said! :D
"Okay, i know about infinite cities, but what's the crawler thing for SMAC?" In SMAC (Sid Meier's Alpha Centauri), you had crawler units that could be tasked to terraform the land to make them more productive, or to raise/lower the land, etc. So if you made tons upon tons of these things, you might imagine how your territory could, in quick order, become overwhelmingly productive! Again, do you call this a player's 'abuse' or do you call it clever strategy that maximizes the r
Hey, the chess computer's not cheating ... I'm just not thinking fast enough!!! LOL
Midnightsun: Anything to keep the coversation moving in a product direction is a big help from where I sit! Thanks. :)
jaustin1: Nice challenge! Dearmad: Amazingly fast response! Wow, that just looks plain ugly. I know I know I know you don't *have* to play the game this way, but that .jpg brings back terribly images of inifite cities in Civ or crawlers in SMAC. I can live with it if it never gets changed. I'll do my best not to abuse the system. But I really do hope we see some changes here so .jpgs like that one are either impossible to do or much, much more difficult to make happen.
Throwing this in here, but these costs should be tied to difficulty level since I've seen many people learning the game or who are not hardcore players get upset when tweaks like this make the game even harder for them.