Agreed with Zoomba. In the GC universe, mines, even mobile ones, don't make much sense, unless there's some kind of tech that grants a fast, economical, short range, one-shot FTL engine, and that's stretching it.
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That would make things better (in that respect), having only the declaration of war trigger the pact. Of course, that means that a mutual defense pact isn't much of a deterance, since if A attacks C, D sides with C, B sides with A, A and D make peace, B and D make peace, C stands alone against A and B. Of course, A could make peace with B, but it still means that A has C all to itself. Just thinking it through, I think I'm going to have to
Frogboy, announcing what the vote will be on a turn in advance will let us know if we want to buy influence before the vote happens. Oh, and if that does happen, any chance our espionage will give us a feel for which way that race is going to vote? Might be too late, and not a major feature of the game, but it would be nice to have.
O.K., I'm fine with that. Between that and the AI focusing on fighting a single enemy at a time, has it improved the "galaxy-wide war" that's been the norm in GC2 so far? Just this one change doesn't look like it would improve that behavior, but since you've the working code to play with, I'm sure you're in a far better position to see if it leads to eternal wars. My only concern is that for all intents and purposes, a mutual defense pact
Actually, this was at least partially the case in GC1, and it sounds like it will be the case in GC2. We're currently playing against a very limited AI, so it's really not paying much attention to what you're doing in the AI's neck of the woods, but that was definitely the case in GC1. Now, I don't think the GC AI ever gave one whit of care to how its actions would affect the relations of the civ its moving its fleets through, but I could be wrong.
Take a closer look at the map dude The Altarian space is all to the east and south of the camera. And as was pointed out, cultural influence has nothing to do with it. Look at the minimap. The minimap shows SOMETHING in the current main map win
I see a possible problem with this, depending on the exact implementation of this. Does declaring war because of a mutual defense pact trigger a mutual defense pact on the other side? Question on this: Race A and B have a mutual defense pact. Race C and D have a mutual defense pace. Now, Race A declares war on Race C. This triggers the C D mutual defense pact, so Race D declares war on Race A. This triggers the A
Building a starbase near to your colony isn't considered invasion and a cultural starbase isnt a military incursion. It's still intentional conquest. You can feel better about it since you're not blowing people up, but at the political level, there's not that much difference. Oh, I'm not s
So much for the "Throw an almost invunerable starbase in the middle of his area and let him beat his head on it" battle plan
About the new event where your influence gets ignored. WAY OVERPOWERED! I was a very close second in population and military strength and first in everything else, with strong enough influence that I'd win culturally before I won militarily if I hadn't disabled cultural victory, though I'd easily pull a tech victory long before then). One event triggers, and now I'm desperately throwing my entire economy into building constructors to build cultural
Ashenbery, true, but building a cultural starbase next to my homeworld is an act of war/conquest, and the AI should understand that we won't take it well. The discussion is on a way of relating that point to the AI without actually having to declare war.
I was talking with Frogboy in another thread about the AI surrendering and was able to point out a few cases that might lead to better determination of whether the AI should consider surrendering.
I disagree with the idea that you should only be able to surrender to someone who has declared war against you. Say that you're a militarily small civilization that is between two superpowers. Both of these superpowers are interested in making you part of their civilization. One is good, one is evil. The evil one gets fed up with trying to coerce you to join, so they declare war. You now have three options: 1) Fight with what
Also two SB modules named "Battle Stations MK III" Long life support ranges are very quirky, I had one case where the limit was a straight line and in the same place for both a ship with 2.5 range and one with a 3.5(?) range (build specifically to get to the resource just over the line). Oh, and have I got a saved game for you. I keep getting messages that if such and such fleet attack planet Bevona V, the Dralth will declare war
Frogboy, care to explain the difference? I've got a few ideas as to what the differences could be, but I was wondering what your target is. For the base of my examples, let's consider races A, B, and C, where A and B have a treaty and B and C have a treaty. Given the current state of alliances, a war between myself and A, even if there's no combat going on, will trigger both alliances, which is how we wind up with entire galaxies at war.
I agree with Kort, a Peace Treaty that's a Peace Treaty instead of a cease fire would be good, if it's not too late to add.
Peace Phoenix, you can also get to the Civilization Manager via the buttons at the bottom of the screen. it's to the right, just to the right of the foreign relations button.
jmgarth, It's probably a matter of the Yor ship starting that turn inside the area of effect of the military starbase.
The minors are only building starbases because the minor AI isn't written yet, and they're using a major's AI, as I understand it.
Vogar, that's a fairly common concept in military SF, probably more common in the hardcore SF than fighters. If fighters were to be brought into GC, they'd have to add something that the regular weapons don't. So what features do fighters have that might make them interesting to add? 1) Modern fighters are much faster and maneuverable than carriers, and can go places carriers can't. This isn't surprizing since modern fighter
Evil Roy, that would actually be my preference, some kind of folder for Manufacturing, Research, Morale, Food, etc, done so that I can pick the "best" item without opening the "folder", or any of them if I do open it. That way I wouldn't have to remember which research improvement is my current best, I just go to the research tab). However, I think it's a little late in the beta to be making that kind of change to the UI, which is why I mad
I play with 9 races plus myself as well. It's true that once an AI alliance starts fighting another AI alliance, they'll never make it out of war until at least one of the alliances breaks up (usually by one player surrendering). I still spend most of my game time out of war.
I'll agree that making peace with an alliance needs to work better in GC (not to mention if you're a member of an alliance as well), but I don't think the situation is as bad as you make it sound. I've won cultural victories (can't do that if you're at war with anyone), technological victories, and alliance victories (with 6 AI major races still in the game!).
And the light comes on (be afraid, be very afraid). I think that this is the best solution for this problem I've come up with yet, as it doesn't mean adding anything to the UI or drop down menus or anything like that. Show all improvements in the available-to-be-built list that haven't been superseded by something already built on the planet. Possibly include the queued items as well, so the first time you queue a trade center, the market center and
Multiple constructor units would be very cool