I think now StarDock trying to change code in a way so game score will be calculated on a server and then sent to a player (so a game under any path sends to a metaverse score based on latest path algorythm). Also they need to make later recalculations (then they'll change scoring again) easier (and possible too). IMHO that's why they changing it for so long. Tournaments is a good idea - just a save of the 1st turn and no (Ctrl-N's) - but if they officially don't support this, then almo
Ellestar
To spaceace34 I'm reading manuals, forums and everything i can get. ~SDC~
Then i played i feared most that some comp will start to get more and more planets while i building my economy, and it will be just too powerful in the lategame. But i see now that comp planets change owners mostly because of culture (average in military civ gets 3 +Influence resources). ~SDC~
To LDiCesare //Ellestar, I am not sure bombers would change the situation much. It puts one more variable into the AI equation, which means it would open more loopholes.// I know it, but this is developer's idea AFAIK, al least not mine. -------------------------------------------------------------- I still think that most problems arise because it's hard to conquer in game. Tactical AI can't be improved to a player level (except on micromanagement tasks). So i thi
To Za H Last time you said that bonuses to research are efficient, even if they are counter-intuitive. I said "don't be so sure". I see that at this time you said that bonuses to research from buildings are not always efficient. >> I thought that you read my post. And i wanted to note that tests show that +production buildings/starbase modules give 1/3 to capacity and 2/3 for free. Now i see that you don't read my post, because i said there that if you have >100% bonus
2 Ralegh: +Morale and +PQ improvements are the most efficient improvements as long as your spending not equal to 100%. Don't know how you can play w/o them. ~SDC~
Don't checked this by myself. -> I don't checked this by myself before writing the post, got from Encyclopedia. ~SDC~
To Za H If you read my post at Apolyton, it's not correct. Too sad that Economy in Encyclopedia is outdated. At least i see that now both starbase +production modules and +production buildings give 1/3 to capacity and 2/3 free instead of (2/3, 1/3 and 1/2, 1/2). Don't checked this by myself. But it's still true with research. ~SDC~
By the way i think that Economy details or formuas are more important than just understanding 'how it works'. You can't make decisions based on 'how it works' knowlege, but you can do it if you know formulas. Too sad that Economy in Encyclopedia is outdated. At least i see that now both starbase +production modules and +production buildings give 1/3 to capacity and 2/3 free instead of (2/3, 1/3 and 1/2, 1/2). Don't checked this by myself - and what i see? ~SDC~
I also think that metaverse score can never be good enough for everyone - i mean there is no ideal scoring system. So, i suppose it will be good if number of medals will be increased to like 100. I will be happy with that. ~SDC~
AoW is a clone of MoM and Warlords. Master of Magic is much better. ~SDC~
Maybe that's can happen because in other games fleet can destroy planets (or infrastructure of the planet, this is almost the same in effectivity terms) easily with endgame fleets. Or in games like Civ you need only army to conquer cities. So, it's not an AI problems IMHO. Just a lack of effective ways to conquer or blockade. You can have 'space superiority', but it gives you almost nothing by itself. Maybe better to make some penalties to blockaded sectors, maybe up to 0,5 production,
//Nothing can save any AI IF you can outproduce entire galaxy // ~SDC~
To RayChua Thanks. I'll try it next time. I choose economy way because it's easier to win first games this way (and i like it more anyway). Just some observations, a number of hours on startegic forum to know basic flow of the game and some good strategic ideas. Printing tech tree, reading everything that i can find about economy (and several tests), making a strategic plan - and comp even don't have chances to win. It's a "win before actual win". Nothing can save any AI than you can ou
I think that 100 is too high (=easy), but say 50? ~SDC~
To Za H But i'm still interested. How much planets you think you need to get during starting colonization phase to win on Gigantic/Abudant/Scattered? I just don't want to waste too much time to explore this by himself. ~SDC~
Hmm i was really interested how easy is to get 104 planets (forgot who said about that number in his AAR) on Gigantic . On first 2 starts (i also set Abudant) i was able to get ~40 planets, and after that all near planets was colonized already. I was with +speed. Maybe i'm somewhat inexperienced on scattered, but still i think that w/o many ctrl-n it's impossible to get that good starting location. At least respawn with ~50 planets on Gigantic/Abudant/Tight Clusters can be considered VERY good I
Agreed. Every accomplishment definately gives lesser feeling of an ACCOMPLISHMENT than in SMAC. That's because really there is very low number of things that give really strong effects. Say, in SMAC you can double your empire power in just a number of turns. In GalCiv, you will gain just several % in the same number of turns in most cases. But you gain better AI and better competition instead (because of abovementioned things). So i still think that a good way is to play in one of these
Maybe they has some algorythm that modifies %Galaxy based on empire score each day. I mean, they was on 2nd place and they got some %Galaxy each day. Now they are slowly losing %Galaxy. Your empire is new, so you need some time for your empire to grow. That's just my IMHO. ~SDC~
SuperConstructors. Edit: now they may be more efficient than standart constructors because we are losing on average 1/2 planetary production for each project. ~SDC~
To Vorlin Varelse With super constructors 5xEff, 5xCost you are gaining advantages slower on average, so they are automatically less efficient in economy terms. Say, imagine building of that super constructor at the start of the game instead of standart one. Micromanagement is another matter of course. But it's a bad habit to add too much elements to the game that are more efficient economically, but requie a lot of micromanagement. Everyone can see that with current situation
Redirecting money between projects - i mean excess money. ~SDC~
To Vorlin Varelse Super constructor that can build 5 modules instead of one is worse (less efficient) than 5 standart constructors. -------------------- Wasted resources issue IMHO there is a simple solution - there are 4 classes of planets - (1) building military and social projects and researching,(2) building military projects and researching, (3) building social projects and researching, and (4) researching. So we need just 7 Income Distribution s
To Interstellar Hm from my point of view this is good - you either researching dead-end technology and get corvettes or don't do it. ~SDC~
As Code Monkey already mentioned, you need to enchance your empire. BUT... But really you don't have a good ways to enchance it *maybe* except for starbases. In any other game, you can build numerous buildings etc. Here, most efficient buildings are +PQ, +Morale, maybe +Econ not that bad too. Other buildings is just crap (+ship monuses don't give you economy bonuses). Say, +Production and +Research buildings just REDUCING your % of free production as long as you have good starbase bonuses to tha