I'm pretty sure they can. In fact, if you look at the changelog for the beta, I think they've included notification so you're made aware when a particular race is going for a tech victory, and the AI is made aware if it's you going for it.
random50
Well, I just downloaded your mod and it works exactly the same way for me as I described above, not the way you say. Which is to be expected really because whether it's through picking negative abilities or just modifying the raceconfig file you still end up with -x% as the racial bonus. Also, it takes 10 weeks to build an entertainment network in my game on the default settings, not 28 (and that isn't altered by choosing a more negative selection) Which version are you using? I'm
Negative values for logistics and speed don't make sense though, so surely all the penalty can do is affect how many improvements you have to research or put on a ship before you see an ACTUAL improvement? This is exactly what appears to happen with production. ie I put in -10 in social, at the start of the game I can get 24 points out of my civ capital. I put in -50, I can also get 24 points. After researching up to planetary improvements (+20 bonus overall) I can now get more tha
they're not treated as 0, they're treated as negative values, just not displayed in game. I.E., they work... i've done it. What do you mean? When I tried it the negatives showed up on the civ stats screen but when I looked at the planets I was getting exactly the production and income you'd expect with zero bonus or penalty. Are you sayi
Answering my own question, you can enter negative values without it going wrong, but they're treated as 0.
I just reload, or, if I'm in the mood for a tough game, try to fight my way back. Coming back from -17 million would certainly be quite a tester.
Since the gap from crippling to masochistic is too severe for me, I'd like to set up an intermediate difficulty by applying racial penalties to my race. Two possibilities I see are: Modify the custom race .xml file. Can I use negative values in there? ie would -20 in, say, social production give me a 20% *penalty*? (I think) a slightly more convenient alternative would be to create some new "nerf" racial abilities...0 point abilities you could pick before the game starts like any other
Did you try replaying from an earlier save and if so did it repeat?
It's only a game... A damn good one which I'd rather like to play at a challenging but not impossible level! What is U
The AI is no challenge to me when it has just a 25% bonus economy, research and production bonus (genius AI up to crippling). I am no challenge to the AI when it has a 100% bonus to all 3 (incredible AI, masochistic and above). I could switch tech trading on and economy cheese my way to victory, or maybe even leave tech trading off and do the same (pay everybody else to do my dirty work and flip planets instead of invade) but I don't enjoy playing that way. Why the hell is there no sensible m
I have never noticed them getting that much stronger even if I have much more advanced techs than they have. I'm lucky if I steal two techs in a game other than by invading, despite having advanced espionage on 9 other civs from very early on. So whilst they probably CAN steal techs, it's not going to make much difference unless they get EXTRE
Short answer is you can't.
What if you have one already and take a planet with one? Do you get the benefit? Yes you get the benefit. And as usual with the capitals, you can't destroy it.
Having the building in your empire allows you to sell that particular trade good to other races. If somebody builds that trade good first then you can buy it off them to get the benefit but you DON'T get the building and you cannot sell them on. There's no trading for galactic achievements that aren't trade goods (ie Tir Quan, Restaurant of Eternity, Orbital Terraformer etc, etc)
You're building more production and research than you have the economy to support. Two main tips: 1) Get morale to 100%. If habitable planets are going to be fairly limited (say you expect to end up with 15 or so) then the earlier suggestion by a poster to reduce the tax rate in the first 10-20 turns is OK. If the colonization phase is going to be long, it is better to get morale up by building entertainment centers on every planet instead. This way you keep the 100% mo
That does seem odd. I hope the AI doesn't get bonuses there *as well* on masochistic. The gap from crippling is already utterly ridiculous (I've only just managed to work out how to almost keep up in the colony rush). Anyone know for sure?
Basically with defences you want to be at least matching the opposition attack ratings, and preferably have somewhat more. If you don't (like you didn't) then don't expect those defences to do you too much good late on.
Ok, so what you are saying is building large ships is utterly useless. I Earlier in the game, huge ships are fine because those extra hitpoints really mean something. Also, if you have a half decent tech lead, you can fit enough defences on huge ships to completely own opposition fleets with minimal losses. Because of variance, eventually the
The better relations from being good are a big (if less tangible) bonus. They allow you to develop your military very, very late and get alliances without even having to interact with the race at all (I don't bother trading and have tech trading turned off, yet still make alliances very easily). The main annoyance to me is that the "special" defences are WOEFULLY understrength compared to the evil weapons because defences in general are cheaper. Looking at arnorian battle armour, fo
Actually, I didn't work that out at all right as it all depends how the offences and defences are split from ship to ship. But still, it doesn't sound a very surprising result.
Answering my own post, yes there is. Crippling's a fair bit harder now because the AI makes better use of its planets, but that took me all of one game refining my strategy to overcome. This is really frustrating. I love the game, but there's no appropriate difficulty level for me to play it on. Do Stardock even know this problem exists? If not, what's the best way to bring it to their attention?
What does this mean??? It means something is not quite right in the combat calculations. No I don't think it does. In round 1, you can expect to take (on average) 355 points of damage. Say goodbye to 3 of your ships. Now because it's 6 v 10 there'll be a round two, which on average will be 3 vs 4. That means there'll ALSO be a round 3
After a bit of tinkering a few weeks back, I finally worked out that tax income is given by sqrt(pop)*(sum of buildings on planet)*(racial ability bonus)*(government form bonus)*(tax rate) Here, population is measured in millions, so 5 billion means sqrt(5000) Sum of buildings on the planet can be seen in the colony details screen. 4 stock exchanges (120%) gives a multiplier of 2.2. Racial ability bonus is visible in the civilization stats screen. eg
I think people underestimate just how useful the better relations you get as "good" are. I was in a precarious position in my latest game. Got holed up in one corner of the map with all the juicy planets in the other. Relations were bad with almost everyone. After choosing good, relations improved with everybody, I've managed to ally with 3 others and now (once I've picked off the Iconians who went to war with me) I look in a position to actually overcome the terrible starting position. If