AdamMG

AdamMG

Joined Member # 6817027
19 Posts 387 Replies 14,707 Reputation

I like the idea, but honestly it sounds awfully difficult to code in. It would require a completely new AI to manage the market, add and remove resources, determine "short sell" prices, manage embargo lists, etc. This is not at all trivial. Still, I really like the idea.

9 Replies 19,893 Views

@zuPloed : current game is with bio aquatic slavers, only putting farms on non-manufacturing colonies. Still works out great. The AI synthetics don't do a great job with pop, IMO Not sure I like the mix of aquatics and slavers, though. Better than synthetic slavers (which is kind of OP, but wastes building properties)

13 Replies 13,225 Views

ooh, also, it is nice taking the starting planet of a "tall race" .. I recently got 8 planetary citizens (5 of which were Engineers) on a relatively poorly defended planet (only 4 legions defending, and only took out 4/5 of mine). Basically won the game for me.

15 Replies 51,891 Views

I generally use my first few citizens to jump-start hub planets. Depending on how many planets I can get on my first rush (which may include 1 or 2 admins, depending on starting position) I go for Leaders. I like the flexibility, and I do usually have one area of production which is scattered. Leaders help with this, until I can get a hub planet up and running. As time goes on, I may make one or two more "planet citizens" on specialized planets (I always use escorts to

15 Replies 51,891 Views

in pre-Crusade, pirates prompted me to build at least a small standing military, to deal with the threat. I do believe that pirates in Crusade are under-powered (same with the space-monsters). Scaling up their military threat, though, does not sound good to me, unless they could, maybe, interrupt trade routes, or demand tribute from under-protected ships/planets. In other words, I agree with most of the above posts.

11 Replies 36,282 Views

I also don't like tons of planets. I like keeping my empire manageable, until such time as I influence or invade planets, at which point my planet total goes into double digits. IMO, the biggest draw of Crusade is that Tall is now viable. I keep events on high, so that I can use Ideology points more, and agree that they should be rebalanced for tall empires with low events.

24 Replies 154,525 Views

Every empire, regardless of size, gets one FREE citizen every 10 turns. That is without any effort on the player part. As mentioned above, several times, any empire may create citizens, at a cost. That cost is (generally) social manufacturing. By doing so, you can have more than 1 citizen every 10 turns. Assume that the citizen creation project is your beloved STEM, and boom, you are back in the game.

20 Replies 75,765 Views

research Leaders, each of which can give a 6% boost to all planets in one area. They may be switched at will. So, with 5 citizens, you can add 30% to Research, Econ, Ship Building, etc, or split them up for a more balanced economy. Works much better than the wheel ever did (with no coercion costs). This would be instead of assigning a citizen to a planet, so it is one of those "player decisions" that gets talked about.

7 Replies 31,867 Views

Agreed on the garrisons. Personally, I don't mind the Research or Econ projects repeating, but anything that uses a resource should never auto-repeat building. Ditto for "auto-upgrade" on planets. But then again, you guys have heard about this one a lot.

10 Replies 14,224 Views

I like the idea of project-auto-continuation being a check-box per planet, though this should have a global button next to it as well (so people who don't like the default can change it).

12 Replies 37,009 Views

been wanting global auto-upgrades from the start. I don't mind the Research/Economy projects repeating, but yeah, take Garrisons off that ... just like the auto-upgrades, it uses/wastes resources where they are not wanted.

12 Replies 37,009 Views