Another thing: they have TV stations devoted to gaming. And people will pay hundreds of dollars to watch people play live.
vincible
[quote]Unless you can pull in endorsements and such by being a nationwide celebrity.[/quote] I think the best ones earn several hundred thousand from endorsements and tournament winnings.
I'm simply baffled as to why Stardock hasn't improved the cultural AI. Their usual excuse of serving "the 99% of gamers who are not hardcore" just doesn't hold up in this case. I think most people see that it's a weak spot after playing just a couple times. And there are a zillion things Stardock could have done to fix it. In this post I'm going to list things that I don't think would be that hard to code, that Stardock could have done. They could have 1) had the AI at least see culture
I am saddened to report that the AI is as helpless as ever against a cultural assault.
What skills do you have that might be relevant? What type of work do you want to be doing? (Ie mostly interpersonal stuff, mostly programming, or what?)
Hey Wombie, congrats on reaching sixth place!
How about you suffer a five year -20% to diplomacy because other races don't trust you.
Frogboy just said there was no change to diplomacy other than fixing the 1 IP bug. So it sounds like you just had bad luck. [Message Edited]
I often give tech, and in the half game I played last night my tech still boosted relations. I also seem to recall getting a relations boost with a 300 BC gift.
I just played half a game in basically pacifistic fashion. I don't see any difference in the AI though, except perhaps that they seem to be more aggressively attacking starbases during war. But I'm not really sure about that since I wasn't involved in the wars. Tomorrow, we'll see how they respond when I start the cultural assault. [Message Edited]
[quote]check if you have problems scrolling the mini-map[/quote] Yup, I'm having problems.
I've gotten into the 70s. You can get this if you receive a +40-50% PQ event on colonization, then have that planet get the Precursor event that turns it into a class 35 planet. The colonization bonus is now applied to class 35, giving you something around 50 even without improvements! Getting all the improvements can lift you into the 70s.
[quote]Game Changes: + Combat Transports have more hitpoints but only get 1 defense point when in orbit [/quote] Do they still carry population while in orbit? It's alredy easy to depopulate worlds by killing the combat transports in orbit, and if the CTs now have no defenses that makes it even easier.
Good job on the MR as always, Theoden. And I'm glad you're feeling better. Now I'm sick, dammit. Do those special forces people have biological weapons? Where's my crystal ball... [quote]more Pop Growth and Morale and a little Research[/quote] If research production is free, as someone's post suggested, then research becomes a very strong pick! I was going to try testing this, and if it really worked, I was going to try putting points into research next game as well. A
Thanks idle! Maybe do the map size thing as a two pie charts, one for maso and one for non-maso. Bar graphs aren't very revealing.
It's in the Library.
Good stuff, idle. Can you do the total score of all maso games versus all non-maso games?
I think that's so they can change the rankings. Also, it really kept people guessing where Fleet Admiral would be. [Message Edited]
[quote]I have had several games where I was flipping planets left and right without trying then a few others where I couldn't flip anything to save my life. It's very strange. Maybe more weight is given to the empire's actual influence % than before? I'm not sure.[/quote] Influence resources make a HUGE difference in flipping. [quote]how exactly do you destroy a star system with a Terror Star[/quote] just move the terror star over the star system. Just like when you're
Do you guys know about The Onion's classic "very special forces" article? http://www.theonion.com/onion3502/very_special_forces.html
[quote]it seems to me from all the threads i've read,that Maso is just following a program to win[/quote] No! What you see is suggestions for people who are trying to move up to maso. Winning at maso doesn't require you to follow any sort of program, or use any cheese. However, there is definitely an "easiest path to a maso win" program which is well-known, and which is posted for the benefit of those who are trying to move up. Once you get good enough you can drop the cheese and still
Addendum: a careful analysis would have to check to see that the score ratio was the same on various different difficulty levels.
[quote]leads me to think what uncapped scores on Gigantic might look like . . .[/quote] Easy enough to figure out. Play a crippling huge (or whatever), then a crippling gigantic, and note the score ratio. Then play a maso huge and multiply by the score ratio. Or you could just look at someone else's scores and figure out the ratio from that. [Message Edited]
Hmm... my last post seems to have gotten lost in the ether. I replied to your post in the 60K thread, Rick. Sirian, I agree that cheese is a blessing when it lets you quickly wrap up a game you know you've won. I don't think I've ever played a turn-based 4X game that didn't drag at the end. Of course, the ideal solution would be for the AI to know when it's beaten and just surrender, but that's probably impossible to implement correctly.
Yes, I think it does, though I've never done the comparison on 1.11.