Ludicrous, but I would prefer much larger. Just add a warning dialog box to the map size that pops up two or three times prior to the player being able to proceed. Warn them of instability, lock ups, a poor gaming experience, and no customer support. I really dont care. I'll play it anyway.
PalaceGuardian
Please do not nerf Ludicrous. I would prefer a yet larger map. I have played several games going hundreds of turns with no major issues on a ludicrous map and 64 computer AI opponents. On my current game I have 99 opponents and the game told me the maximum was 100 players. My Computer is an All in one system specs are Intel Core i7-6700 CPU @ 2.80 GHz 2.80 GHZ 16 GB Ram 4GB graphics card NVIDA GeForce 930 MX No S
Can we see the code you are working with for the AI as concerns farms and cities. Perhaps someone in the community could help with a solution.
Abandon tiles on the planet for food. Pay a fee to increase farming output without graphical representation on the planet's surface.
Add additional food resources. 1) Oceans should provide a base food supply. Fisheries should increase it. 2) Add Hydroponic Modules to Starbases. 3) Remove the use of tile on a planet devoted to farming and instead make it modular like starbases, pay the fee, increase farming output. By the 23rd century farming should advance to the point there is aquaponics, hydroponics, and vertical farming underneath the cities and factories on the plantes.
Allow every planet with oceans one or more tiles of water developable uniquely for fishing or fish farming based upon the size of the planet. The AI would only have one choice with the development of the tile- Food. You could name the improvement a Fishery, it Stocks the worlds oceans with Fish. The solution also brings a little more realism into the game considering the amount of reliance Earth has upon her oceans for food.
Is this a feature that works or is it buggy? I've tried clicking and pressing every combination of buttons I can think of and I dont know how to add or remove a ship to that arrow that appeared out of nowhere.
Sometimes these little collapsible arrows are there. How do I move ships into or out of one? How do I make a new one? I would love to be able to organize my ship designer, it appears a mechanic exists to do just that. I have no idea how a transport got under my constructor. https://drive.google.com/open?id=1eATe-gIm4OM_rAuux64_ByD8M0fR7p4G <img src="https://cdn.stardock.us/
When I first started playing this game I had similar experiences. Why do I always have a class 10 planet appear? I probably played over a month before I read that reward on ideology.
Glad the slider bars and wheel are gone, didnt like them. New system rocks.
[quote who="Hamiltonz1291" reply="3" id="3703481"] Have you noticed that the new constructors that cost more admins also have shorter range? [/quote] That is where customization in the ship designer shines. Add more life support modules to increase your range.
By build up what specifically are you referring to? And by what turn number? Difficulty? I could see other variables as well. How many CIVs on what size map, with star and habitable planet aboundance set to what? Im currently 49 hours into a my present godlike ludicrous abundant everything size game, Im on turn 107 and every planet (about 12) I have culture flipped, invaded, or negotiated for has no usable tiles left, terraforming has varied. But I am playing with 99 opponents. Each h
Great Update!!! Debating whether to start over my current game to dive right into this.
[quote who="Frogboy" reply="68" id="3703146"] The basic problem is that I need to get the AI to consider food and buildings good things. [/quote] Could you have the AI instead look at lower population as being bad if the planet has a capacity higher than the current population cap?
Thank you for the update 2/2. I appreciate you name the CIV on the receiving message alert. It may not have effected a lot of people but I duplicated your core civs multiple times so I had no way of knowing who was talking to me. I ended up changing their background pictures to include numerals. I may now revert to the more cosmetically pleasing.
Statistical Islam Jihad must be one of the most famous Islamic concepts. It takes up a large portion of the Islamic Trilogy (Koran, Hadith, & Sira). Material for jihad is 24% of the Medinan Koran and 9% of the total of the entire Koran. Jihad takes up 21% of the Bukhari material and the Sira devotes 67% of its text to jihad. Statistics gives us a measure of the claim that the real jihad is inner struggle, the so-called “greater jihad”, whereas the
Yo no puedo responder por tu pregunta, pero la gente en esta forum hablar ingles. Para un repuesta mas rapida es mejor que vos traducir tu pregunta por la developers. Disculpa mi espanol.
With the announcement of your latest expansion you are likely to see amongst the normal complaints and wishes of your fans an increase in psychological operations against your staff by your well heeled competitors. Demotivation will be the goal and "failure to please" and "criticism of your work" the probable means to achieve it on the forums. Unless they know more specific susceptibilities of individual staff for exploitation and triggering. Which I have gathered they do for at least one. Re
Military starbases are good for defense. I play with the vigilant technologies so I have defensive economic starbases around my colonies and then an outer line of military starbases around those. I play a defensive game so my first 6 or 7 citizens are usually administrators for starbase construction. When my defense is set, my fleets can move back and forth between my protected zone without using hardly any movement points and have massive offensive and defensive perks while penalizing the at
[quote who="aerez4546" reply="9" id="3701584"] Just curious, are your weapon techs always researched ahead of defense techs? [/quote] Honestly, I couldn't tell you. I never use my research for either weapons or defense, I use my starbases to boost my ship stats. I trade for those techs until I am able to recruit citizens every turn or every other turn, then I rush research weapons before defense. So in any given game one may be farther than the other dependin
I play on insane maps with 60 Godlike AI. If I could not build Military Starbases, I would not have a prayer. Something to know is their effects stack. So if you have three or four overlapping Military Starbases, you can massively improve a junk fleet. I actually believe they are overpowered and should cost two administrators to build. I have voiced this elsewhere.
Looking good! And Looking Fun! I imagine type of government will have an effect in diplomacy like ideology has now? Assassination of Cabinet Ministers Possible now with espionage? Or save that for the Subterfuge DLC?
courtneyme109, do you experience the problem stated by the original poster? I watch my carrier battles and I have never seen it. My assault & interceptor fighter modules spawn as such. I dont use the guardian module, and dont have any ships in the back protecting my carriers. They are always out front laying waste to the enemy fleet. The only problem I have is the 64 ship limit in battle that limits the maximum number taking part. That's hit with three of my carriers though I usuall
[quote who="ZekramBogg" reply="11" id="3701174"] However, I have zero way of adding these precursor weapons to any of my ships without entering into the designer. And even then, I'd be designing a whole ship type to slot my single use precursor weapon. That's way too much effort to just try an add an extra bonus of an extra laser or missile or shield module or something. Especially when you're new and you don't want to mess around with the designer just yet. [/quote] <
Thanks for showing us a glimpse into the way you play your game. I find myself fascinated with the way others think and play it compared to me. Can you upload any video for us to watch?