Za H, I agree that that I haven't seen any evidence of a 'tax fiddler' penalty. I can only say that I distinctly recall Frogboy posting that there was such a thing. :notsure:
xMrLuckyx
Speaking to 4): I do believe it's been confirmed that frequent adjustments of ones tax rate has an overall negative effect on morale. That is, if you frequently adjust the rate up and down, eventually you will have to push it lower and lower to reach the same morale level. Difficult to confirm in-game, but I'm near certain I read a reply from Frogboy to that effect.
I think the reason BH's have a high Attack is because the A.I. only values Attack in it's military calcs. It's been heavily theorized that your 'military' rating on the graphs and so forth is simply a sum of all your ships' attack values. I think the A.I. mostly builds the cheapest and highest offense ships it can. So giving the the BH a higher Attack then defense makes it an 'offensive' ship that the A.I. will actually build, but it's super high HP and slow speed turns it back into
I think it was mentioned in one of Frogboy's AAR's and I'm sure I read it here on the boards somewhere. I don't recall why, but 10 is definitely an intentional limit.
Keep the updates coming guys. Can anyone confirm or deny MrChoke's experience that it's still way to easy, even on new games? I thought I read a post from Frogboy, maybe in the '.49 is released' thread, saying that morale would be harder then the previous patch but slightly easier then originally. I don't have any play time available but I'm sincerely hoping that turns out to be accurate.
Anyone tried a new game? I heard morale is kinda funny if you load a save game, but it will be more challenging in games started from scratch.
Nicolas, My thoughts exactly. It's a *strategy* game...
magus, agreed, we should be able to demand they put a stop to starbase construction that we object to.
orangefruitbat, Not gonna happen, I agree a SMAC style sytem would be cool, but saying 'it's still a lot of work to design, code and test' is a massive understatement. It would essentially break the A.I. This game features one of the most impressive strategic A.I. I've seen, and it got there in part by not having to focus substantial dev time on tactical considerations. Really, it's still being improved to better utilize the tactical options already in the game. But considering
Frogboy, Just want to again express my admiration for the support model, or more precisely ongoing development model, you're following for GalCiv. The agility which you're responding to bugs as well as user suggestions/gripes etc. is unprecedented in my experience. Personally, I've posted about morale becoming too easy, so I love that change especially, and I also definitely look forward to the A.I. making better use of starbases. Thanks again.
Thanks again guys. Arturus, Your observation is exactly why I want to mod in a late-game defensive ship. The last one is the battleaxe, which the A.I. will use as a garrison while it's still relatively state-of-the-art but the offensive ships become so much more powerful that there it's not a suitable garrison ship before long. I agree that an attack ship reserve used for opportunity attacks is a good strategy but I'd like it to be supplemental to the primary system defen
Thanks for the comments guys. Allow me to ask a follow-up that hopefully will clarify what I was trying to get at. I understand that the A.I. will *recognize* new ships if I set up the .ship file correctly, but will it understand how to use them in a strategic sense? For example, if a make a reverse-antimatter missle, all defense, no offense, will the A.I. start using it as a garrison ship?
I'm interested in doing some dead simple text file mods on the ships. Maybe slow down the big guys, speed up the little guys, add some late game defensive ships, etc. Anyone know how the A.I. chooses what ships to build? Will it be able to correctly utilize new ships or recognize that existing ones have increased or decreased in capability? CivIII had simple off/def/explore flags that seemed to more or less work, anything similar here? Thanks in advance for any insights.
Valamir, It's been explained repeatedly, including often in the yearly status reports, that the population figures do not represent the actual number of people but the number of people reporting a meaningful taxable income. Brad's example was that if Earth today tried to build a colony ship the only people that would economically contribute towards it's production would be in North America, Europe and bits of developed Asia. Everyone else is still alive but their local economies do
It's not a trivial concern because both planets could actually Complete the project. You can get a Manufacturing Capital on multiple(every?) world that way. It really ought to be fixed along with the similar bug allowing multiple A.I. empires to complete one-per-galaxy projects.
My experience(limited of course) is that elections don't get lost at 50-52% very often at all. I've 'won' elections at 47%, with so many parties to split the vote you get a lot of wins with 35-50 senate seats, enough to maintain a plurality. Anything over 50% is enough to win most of time and even a little less gives you a fighting chance. Also, just because planets tend towards 50% or 52% percent doesn't mean that they're always there. Every morale boosting social improvement pops t
58% is way too high a cutoff. As Dearmad said, morale is simply no longer a gameplay issue whatsoever. Pre-patch if you're morale was in the 40's it was Not a dead-end street. Propaganda could prop it up, social projects could prop it up. If your enemies wanted to push it back below 50% again, they would have to increase their destabilization expenditures to do it. That's a drain on their economy and gives you an advantage in other areas. I can understand a cutoff slightly over 50%, say 52
This is really kind of a suggestion, but the 'suggestion' thread is so bloated I'd rather post it out here and try to get some comments on it. Sue me. ;p There's been some debate about 'enhancing' ship design and combat; with many saying it's merely a rock, bigger rock, biggest rock system. I however, tend to side with those who say that there is still a point to building the smaller ships, freighter raiding, ability to be in two places at once etc. I do feel though that the there could
Regarding the 'extra move' bug--you the player can do it too. If your colony ship is 3 squares from a planet and it has 2 moves, right-click on the planet to auto-pilot the colony ship and it will get there in one turn. Same thing can be done with attack ships, set the ship to auto-pilot to an enemy ship and it will be able to attack even if it ends its turn one move away. Still seems like a bug to me, but at least one you can take advantage on equal terms with the A.I. :notsure:
Horatio, Nice ideas, are they in the suggestions thread? I've given up on that beast. How about a suggestions forum?
OI, OI, OI, OI!!!! AC/DC RULES!!!! LOL
Thanks for the confirmation(again) Dearmad. So it seems that only thing to 'fix' from our perspective is the 'cutoff' point, formerly 50%, now 58%(should go back to 50% in my opinion). I assume this is actually in the .exe, not in one of the easily modified text files?
MadMerse While I never tried that technique personally, I do seem to remember a post in which Frogboy said morale could be damaged by jacking around your tax rate. Pretty much exactly your suggestion, too frequent tax adjustments resulted in lower morale for any given tax rate. Did you use this technique often and with success? I could swear I read that somewhere, but maybe I'm mistaken or maybe it wasn't working right.
Quellar Maybe, but aren't starbase bonus' much simpler? Just toss on a module and all ships in the sector always benefit. How does one decide which flagship goes with a mobile 'fleet', say a planetary invasion fleet? The defensive one--for survivability? The speed one--for elusiveness? Attack--to more quickly wipe out interceptors? It would depend, I suppose. The A.I. has to to be able to decide according to a dynamic situation. Also, some players are reporting that the A.I. is
Dearmad Sad indeed. :( Anyone else think that the morale nerf was an ill-advised attempt to satisfy a few whiners who didn't really understand the game mechanics? I apologize for the bitterness, but I too *loved* having to win election through maintaining morale and how powerful economic warfare was using destabilization. I also love the way Frogboy is so ready to respond to user suggestions--just not *that* one. Oh well, maybe he'll adjust it again. :notsure: