On point 1: Agreed, the ai does a few silly things. However, I still have to win a masochistic game, so I can't say it's too easy. On point 2: One thing I don't want for sure is tactical combat. Definitely not. I don't really mind if a dreadnought can't wipe 10 colony ships in one turn, either. I would like, however, to see some combined arms, like a defender ship which is the first to be targetted in a stack rather than letting my AMM take the blows, and some mission-specif
LDiCesare
If you think you can beat a masochistic ai, I suggest you try. It gives more points, but less than map size increases do. I managed to win several times on crippling, never on masochistic (I'm going back to painful now just to wipe 'em out once again before I get blasted again).
I don't know. Sometimes, a minor race will be able to get a lot of techs I don't have, probably by research. I can't see how the ai trades techs between themselves. They obviously do, since cornered ais are usually lagging far behind, but I haven't seen any indication they trade with minor races either.
Allow funds spent on planet to carry on: Remaining funds used to build entertainment network on planet X should not be lost but used for the next project. Same query for research and ships. This is particularly important for research as right now it is possible to tweak the research slider every turn or so in order to gain one turn to the tech by micromanaging a few % spent on research. Right now, this calls for the same micromanagement abuse as in civ2. Scenario/map editor.
To sum up what I said before very simply: An editor for modders. Add in stuff that the ai may not be able to handle but that modders can. Like open doors for players to mod something, but the ai won't be at a disadvantage because the vanilla game doesn't use it. Thus provide an editor, AND an example scenario where gameplay would be different. You can put some background story events in the scenario, make it a bit linear, just to show what can be done and give the story more "reality".
I never research Fusion or Corvette Technology. Thus the AI often comes to me saying nice things like, "Hey, do you want to trade your pitiful Dreadnought tech for our powerful Fusion tech? We're doing you a favor"... Thus by not researching a useless part of the tech tree, you can make the challenge easier. Also, by not building a military early, you will be threatened. Don't give in, trade. I might try this...
I'd like to note that it depends a lot on map size. Def Zep remarks on morale growth may be true on bigger maps, but are wrong on tiny maps. I tend to play smaller maps, and use: Soil Enrichment, Habitat Improvement or Entertainment Network, Banking Center or Manufacturing Center or Fusion Plant (one of the production boosters - usually Bank first, unless I need production fast - manuf - or very fast - fusion), Gravity Accelerators, Diplomatic Translators. I usually w
#More events. #Map/scenario editor (even if only through text files). #More strategic options, like the ability for each player to spawn an event once in the game. Do it early and it gives little advantage. Those who do will have an edge. Survive and do it later, it will be more powerful. It'd be easy to fit it in the story (there's a huge precursor thingy on your home planet that noone dared explore). #Customization of number of events occurring in the game. #Tying some events,
Even on genius, I think the Drengin do very well. I play mostly smaller maps (tiny, medium, sometimes huge). On tiny maps, I have played and lost a few masochistic games. Always the Drengin were the big power. Then the Altarians seem to do OK, the Yor are most pitiful, the Arceans being not very good either. I think this depends more on map size/settings than difficulty: With few resources for everyone and near neighbours, the Drengin rock because they can extort, build up, conquer, wher
This would IMO be too powerful and unbalancing, making ground combat useless. You should risk something when attacking a system (i.e. bring transports that can be destroyed, with all the pop on it). I'd like specialized ships, like having a bonus to attack ships in orbit, or unable to leave orbit.
Vorlin, I have seen some situations like that before. You look at your poistion, your military, and sigh in despair, then race for a tech victory. This happens because you haven't been killed already. This is because the ai tends not to manage well the late game, particularly on bigger maps (more decisions to take). I tend to think if you survuve until dreadnoughts are around, you will win, unless maybe an event screws you. The game could benefit from a few more strategic options, like
Three bugs in a save game: One is the loss of a resource under my starbase. I had it change type once and lose mining improvements, now it just vanished. This on an autosave. I loaded an autosave because I have a regular save which consistently crashes on open: Open (OK), I get immediately the Drengin talking to me ("Give me money else..."). I say "No", click, then click leave, and CTD. I never get to see the regular panels seen on open. I also think it is a bug to see that diplo scr
I agree with yin about the size of the maps. I think tiuny and small maps are the most interesting, because it is more of strategy. Actually, tiny with as little yellow stars as possible is what I prefer. That makes the game more like chess, thus not very wide indeed. About modded events, I think you can allow for invasion tactics which kick in only if you know a given tech, so this one wouldn't just be some stat bonuses. I also agree that creating a star would be fun, if nothing else, b
tfm, Sol IV is, technically Mars (Earth is Sol III). So when you got Sol IV and V, it's a bit strange (Mars and Jupiter, except you already have Mars available). I'd rename planets, but renaming stars is somewhat useless to me. I'd like to call a planet "Second Earht", but I can only get "Second Earth IV" or "Second Sol II", which is a pity.
Also planets are useful for extending range: A colony ship is cheaper than a constructor, so, if you need to extend your range in order to reach a good yellow star, you can settle a class 1 planet on the way, (rush) build a colony ship there (or move it there from somewhere else), load everyone on it, send it to the yellow star, then disband the PQ 1 colony. You've extended your range cheaper than with a constructor building a lousy starbase in an emoty and strategically useless sector.
I agree with alnost all the remarks, and think they are well written. I thought that "Quantity selection sliders in the game are very unpleasant to use. At a minimum, it should be possible to type in a quantity directly instead of having to click hundreds of times." was already OK however: I can click in the diplo screen, and then set the quantity. The diplomacy quantity sliders are very hard to use for me (too small an area to click upon), however.
So the real question becomes: Is there a map editor? With such a tool, you could make all these fairly easily. Of course, you'd know the map, but just pool them on the net and share someone else's scenario (like civfanatics and apolyton scenario pages).
You may get another UP vote which says freighters are protected for 5 years at 10% cost (instead of always at 25%). When the second UP vote ends, all the freighters can be struck again.
I like your analysis. I sometimes used propaganda to get to 100% morale at the start of the game to ensure a good pop growth. Comparing price of propaganda (which can sometimes allow you to have more income for the same 100% happiness civ-wide), and found out that Entertainment Networks are much cheaper. This means the 20% morale boost they provide is largely worth the upkeep cost. Propaganda costs more zhen your pop grows, but the entertainment network can usually reduce propaganda cost
Diplomacy option: Offer different amounts of money now and along time, like 1000bc now and 100bc/month over 10 months rather than have to do 2000, 200 over 10 months or 100 over 20 months. Also, being able to make annotations on the map (minimap, tactical, maybe even standard). This would allow to name sectors, mark starbases if you can't see them with fog of war (someone already suggested to fix that).
I agree that tribute from dead ai is a bug. I think that extorting money is not. If you don't finish the ai that pays you a lot to survive, then they have an incetnive to do it, so it is OK for me. The problem is they give all their money for many months. This could be fixed by a user interface change: Allow the diplomacy to pay 500bc now and then !))bc per month for !@ months for example. If this was possible, the ai could refuse a deal of 500 for 12 months but accept one of 500
I'd like to get rid of the USS too.
Beware that Altarians seem to remember any evil deed. A single evil choice will get you nailed with them. My biggest problem with alignment is map size. On tiny, it is hard not to be neutral, because you get so few events from planets. On large+, it is easier to shift your alignment. The problem with giving neutrals a bonus is that it is too easy to choose the neutral option. It generally does little in terms of benefit/problems, so you can always fall back on a neutral
The UI is nicer ;p
When clicking cancel for influence in the diplomacy screen, this should NOT also cancel the credits part. Also please provide more random events and a slider to define how much of these we want.