Nothing is perfect. GalCiv is just one of the best. But... [quote]I'm sorry but I simply don't agree and in fact in many ways you're simply wrong. For instance, the AI takes trade into account. It takes your morality vs. theirs into account. It takes war weariness into account. It takes diplomacy into account.[/quote] Really, this is not important (because this is a minor issues, and i can tell why if you want to hear). Game balance is such a hard thing that noone really knows w
Ellestar
GalCiv is still best. So i think that we need to continue our discussion. :p ~SDC~
1) You didn't know what it's cosidered a cheating? Frogboy post "Metaverse data: Cheafers Beware" by the way. Perhaps it was after discussion about it in Mods forum, perhaps not. 2,3) Just don't use it. 4) I don't care. I have a trade catapult working. Trade route length 140. I builded it for 2 hours of real-time, but i like it! Not so much income, just 1635 from each of 8 freighters, but good enough for me. 5) If you can build 10 starbases, you're already winn
[quote]I don't think it would take much to tweak it so that different paths through were equally usable.[/quote] In RTS there is only one such game - StarCraft. And Blizzard was just lucky... ~SDC~
counted only 1.035 games Gigantic/Masochistic Beyond Human - 16 games - 7893.75 average score, 3577 min, 23232 max Military Conquest - 5 games - 5666.8 average score, 2754 min, 8913 max Cultural Conquest - 2 games - 4553.5 average score, 3509 min, 5598 max Gigantic/Crippling Beyond Human - 36 games - 4436.64 average score, 1096 min, 11033 max Alliance Victory - 5 games - 2503.6 average score, 1715 min, 3324 max Cultural Conquest - 3 games - 249
By the way AI knows not only where are yellow stars, but also a number of 15+ planets on these stars. ~SDC~
We need it! ~SDC~
If you want to join terran empire, Aployton is the best choice. Our Empire http://www.galciv.com/metaverse/empires.asp?id=63, our GalCiv forums: General - http://apolyton.net/forums/forumdisplay.php?s=&forumid=174 and Strategy - http://apolyton.net/forums/forumdisplay.php?s=&forumid=188 Our site http://apolyton.net/ Our turn-based strategy forums http://apolyton.net/forums/index.php?s= (Registered Members: 31784, 79076 threads and 1828440 posts in total) Join A
To Space Wombat [quote]A military conquest should reward ground captured, and take into account minimal force losses, percent of universe dominated, number of successful battles etc. Sure, PQ is a factor but not necessarily the most valuable one. The efficiency of military conquest is the issue.[/quote] The efficiency of military conquest is the issue, but minimal force losses, percent of universe dominated, ground captured and number of successful battles not correlates with
With morale 100 population grows 2x faster = 0,06*(1+PopGrowthBonus) on this planet. So, population of 1000 will be ~1102 (on 2nd turn, with 70% Pop growth bonus) With morale 54-99 population grows at a standart rate = 0,03*(1+PopGrowthBonus) on this planet. So, population of 1000 will be ~1051 http://apolyton.net/forums/showthread.php?s=&threadid=85148 ~SDC~
PQ gives base revenue (you can see it if you set taxes to 0%) and affects base (before any bonuses) production capacity. http://apolyton.net/forums/showthread.php?s=&threadid=85148 ~SDC~
[quote]the Cuban Missile Crisis was stopped by a naval blockade. Russians that time had two choices, run the blockade and declare war, or back down.[/quote] By the way, Americans has order to fire at the USSR transport if it will try to pass through blockade line. And captain of USSR submairne has orders to use all available weapons if Americans fire at the transport (conventional torpedo against Destroyer and nuclear warhead torpedo vs. AirCraft Carrier). So Cuban Missile Crisis was st
It's the same as Habitat Improvement, Terraforming etc. bonus, but you get it automatically on all your planets. ~SDC~
To dirkdirk: on your site you don't said that lower score is better. ~SDC~
To Staffa //I def dont think you can count the base PQ, as I dont want to encourage people to colonize pq 6 worlds with 1 million people just for a few points. Unless you meant something else?// I mean that maybe better to count base PQ in your formula instead of modified one. But maybe then better to give PQ15 1 point and so on. -- To Space Wombat //2) How to distinguish 'better' and 'worse' wins? // IMHO fastest win under same starting condi
//I feel it's strange, too, that population doesn't seem to weight much, if any, in production ability.// It is, but 2 planets with population 20 gives same production as one planet with population ~2500 (if PQ are equal). ~SDC~
Mabye better to count only planets with base PQ 15+ - all planets still have base PQ level, improvements just increase that number. Or even count base PQ in scoring. ~SDC~
//On scoring, CTRL-N'ing: I also think it shouldn't be too hard to calculate starting position into the score. Wonder how this will come out// IMHO military path and/or +2 speed will be even more effecitve than now. Then you are going a peaceful way, you'll have a number of planets/resources that you can get from this particular respawn, and no more. If you are going military way and/or speed, you are gaining additional planets/resources. ~SDC~
Perhaps you have maximum allowed number of ships in orbit. So just launch some of them. ~SDC~
To Vorlin Varelse Vorlin Varelse: --Ellestar, the last thing I want is bizarre random AI personalities/decisions. I had my fill of that in SMAC, where Miriam would declare an undying Vendetta against me when she had 1/1000th of my strength. I'll take the GalCiv AI hands down over that silliness.: (Re to) Ellestar: --1) AI must be more random (and it's must be saved in a savegame so no save-loading will help). Say, some AI (not specified, so NO WEIRD THINGS like breaking allianc
I think that a total number of resources is a constant for a galaxy size, but type of resource is random. ~SDC~
//When loading pop onto combat transports I noticed that when I load 5 billion pop, the 'system pop' number drops by an amount less then 5 billion. Rounding cant account for the difference, its to large, though the amount is rather small, 10 or so million. I didnt check if its merely a cosmetic error or if its abusable and can be used to increase the pop by repeatedly loading and offloading a transport.// I was really surprized then i tested economy and i ge
If you change taxes, game updates all numbers. Don't know if it bugged even with this (suppose it is). Another tip - sort techs by cost in descending order - just to be sure that you are not trying to research Dreadnought for 10 bc. ~SDC~
To alexti Interesting idea, but it will be hard to balance standart difficulty vs. starting location modifier to the metaverse score. ~SDC~
//The second reason is that it also eliminates Ctrl-N exploit. Or rather converts it into difficulty selector.// >Better respawn - less micro you need to win -> more >wins/less losses -> better score -I'm not exactly sure what you mean, if you're talking about calculating win/loss ratio, how would you know about one's losses? I mean that with worse respawn you need to do more to win, so you'll spend more your time for this victory. Also, any loss = one win less. So, less games p