[quote]It looks as if the changes were meant to avoid massive flipping of the AI's planets[/quote] I understand that, and even support that! I think the current implemtation goes beyond what it should though. It makes it so cultural attacks are almost impossible. Although you can still do it, the cost is so high it just doesn't make any sense, so it's virtually eliminated. I still would like to hear the justification why cultural modules cost extra money beyond the c
Paguma
Another thing that annoys me in this most recent release, is the way module upgrades work. How come only cultural modules cost extra money? It's obviously just an attempt to stop culture bombing, and inconsitent with other upgrades. Yesterday, I built starbases with a bunch of defensive upgrades, and economic upgrades and I don't think any of them costs money. Why are only cultural upgrades costing extra money?
[quote]The point is simple: if you have only one cultural starbase in a sector, the 2 formulas give the same result for this sector[/quote] Sorry, I missed the point. That was irrelevent to my discussion anyway, I had 9 party palaces.
[quote]The point is simple: if you have only one cultural starbase in a sector, the 2 formulas give the same result for this sector[/quote] Sorry, I missed the point. That was irrelevent to my discussion anyway, I had 9 party palaces.
[quote]I don't have AP yet, but I never had problems to make culture flip with only one culture star base per sector in GC.[/quote] I don't understand the point of your message. You're talking about the old version, and I'm talking about the new version. They are completely different. I can culture flip anything with the old version, and can't culture flip anything with the new version. We went from one extreme to the other. I also forgot to mention I had 2 of the influence won
P.S. I saved my save game if anybody at Stardock wants to see it.
[quote]I just won one of the AP campeign scenerios via culture flood. It's really not any harder to do now than it was before, you just can't use half a dozen starbases with one module to accomplish it. The modules are still relatively cheap, and there are still enough without costs to build up culture significantly. [/quote] I always use party palaces and it's not working, at least not on Masochistic. I have a game right now that I was testing this in. I colonized two Class 12
campaign? There's a campaign? :-) [Message Edited]
Yes, the late minors are really useless at this point. In my previous game, I just had a fleet of transports running around to the minors that seemed to be popping up quite frequently (in my large map). I kept getting free planets. I never traded them anything, but they still were no match for me, so clearly it was just a free planet.
[quote]This used to bother me, it's not really sensible that my 3 party palaces can overpower any alien culture. What I notice now is that I *have* to get a toehold with a pq11/12/13 in an adjacent sector and then build the party palaces there, that trick almost guarantees a flip. Woe unto the AI that leaves me a late game pq12 (or even an 11) in a sector adjacent to one of its planets.[/quote] I will try again as you describe, my attempt in my first game with 13 starbases was a complet
[quote]Also, if you keep your military might high, they won't start turning hostile towards you. The key is to research military techs early enough so that you can start building offensive/defensive ships on the planets that are too far from the frontier to be worth building colony ships. I usually start by researching propulsion techs until I have Artificial Gravity, then switch to military techs until I have phasers. Then I research the next range tech. [/quote] I love the fact ev
You know a lot of people complain that starbases are too weak, and I agree with them. Ever think of making an upgrade to add armor to a starbase, so you could increase the Hit Points? That sounds like a perfect solution! The fact that the starbases have less hit points than some ships seems kind of silly.
[quote]You can sell tech and trade goods to later minors[/quote] Great, so that makes them even worse, more cheesy holes.
Sorry, meant to comment in one message but accidently submitted. [quote]2) Starbases are now MUCH cheaper to build. I think the base cost is $150 instead of $200. But you get X number of them for free based on the size of the galaxy where X = radius of the galaxy. (12 x 12 galaxy would be 6 free star bases).[/quote] I don't understand how Logistic affect the cost of building a starbase. I think the cost of building a starbase, be it 0 or X credits should be static. The cost of
[quote]1) I made it so that minor races no longer build trade goods. This will have a definite change on the game both making it easier and harder for players depending on their strategy.[/quote] I have mixed feelings. I guess it makes it easier, but it makes the minors even less useful. With all the recent changes to minors, I'm starting to wonder why they even exist. Especially those useless ones that pop out of nowhere late in the game creating a new habitable planet that they can't
I agree with Star Pilot's points. I was one of the people pushing for the minors to do more, but the current implementation is not what I had in mind. I'd like to see them actually try to win.
[quote]I beg to differ.[/quote] You're welcome to differ, but we do. What's the point of having minor races if they don't do anything? I like every race in the game to be trying to win. The way the minors used to be they were kind of useless, just there to take advantage of. Now they're very tough. Maybe there should have been a middle ground. Although I think I prefer this to the way it used to be. Although I agree with the rest of your points, I would like to see the minors i
[quote]And does no one care that winning by culture has been eliminated essentially?[/quote] I agree with Matthew Downie, I can still win by culture, even on Suicidal. Most of my games involve me beating most of the races culturally before declaring war on the final race to get the extra points for the military win.
[quote]Lets start: my name is Edi, I am born in Germany, living in Ljubljana, Slovenia.[/quote] I'm living in Ottawa, Canada. I was in Ljubljana last year for work. That's not a popular destination! It was a very nice place, I liked it. It only took me a couple days to learn how to pronounce the name too! :-) It's embarrassing to hear how I pronounced it before hearing the locals say it...
I like the fact minors actually do something now, but on the downside, that's a lot more races fighting for those few habitable planets. If they all didn't know where all the yellow stars were it wouldn't be so bad.
[quote]A player may also want to give a couple of planets to an AI to keep a trading partner around.[/quote] Not sure how effective that would be, since you'd have to re-establish all the trade routes anyway, since obviously they were disrupted when he lost all his planets.
Oh wait, I suppose it's possible to capture a planet with your outstanding ships on your final turn... So maybe they aren't finished...
I did the above in v1.49. I don't think any race without a planet should be trading. In fact, I would argue they shouldn't even show up on the list of races to talk to. They're finished!
Although I think people have already reported this before. In my last game, The Torians last planet revolted to some minor race. On the last turn before they left, I offered them 11000 credits per year for 50 years, for all of his tech (4-6 high level techs), 2 trade goods, and about 15 sovereigns. Of course, I only had to pay the first installment.
[quote]The genre of games where the mission is eXplore, eXpand, eXploit, and eXterminate.[/quote] Thanks, I would never have guessed that. [Message Edited]