adamb1011

adamb1011

Joined Member # 6156329
4 Posts 178 Replies 678 Reputation

I think the simple answer is to have cargo hull mass scale with current level of hull research. start it at literally just enough to fit a colony/constructor/trade etc module on and that's it. then, add another 10 or 20 mass when small hulls get researched. Another 10-20 when medium hulls are researched. Etc etc. problem solved. Want to expand to a planet 100 tiles from your border? Either research hull tech or prepare the constructor chain spam!

78 Replies 323,058 Views

I actually think it would be far more relevantt if your ideology was reflected in your play. Playing malevolent? Peacetime should have a negative modifier to your empire. Vote in the UP to help a benevolent race? subtract malevolent, add benevolent. pPlaying benevolent? Starting a war should give you some sort of negative modifier. And possibly negative benevolent and positive malevolent points. the game has too few ways to gain ideology - and arguably you

24 Replies 122,187 Views

Yeah, the game plays like it's still in beta. It's got a long way to go luckily the devs are still supporting and seem to be maintaining reasonable pace of improvement. i think there is still big issues with AI economic management. One issue I've seen is that my pop tends to grow exponentially during he colonisation phase, while there's tends to grow linearly. I wonder if they arent building enough farms at the right times,, forgetting hospitals (bi

13 Replies 40,743 Views

Let me add a few more house rules then: 1) upgrading ships is fine, but you may not upgrade into a different ship type. Ie no colony ships to transports, constructors to colonies, sensor boats to trade, etc. Upgrading to differrent weapon load outs is fine - ie beam to missile. 2) maintaining 2 opposing ideologies at once should probably be disallowed. ie having a death furnace running while bee lining down benevolent ideology tree makes no sense. want to b

13 Replies 40,743 Views

Interesting, i really think the penalties on swapping from benevolent to malevolent and visa versa should be much stronger. Maybe large permanent morale penalties. Makes no sense from a lore perspective. the 3 constructor trick is also pretty dirty. my normal tech path is something like: 1) grab opportunistic expansion techs such as the farm tech, the growth tech, interstellar travel 2) get wealth and +4 morale 3) beeline straight to the government line

78 Replies 323,058 Views

Well, based on tile volume, if a tiny map represents a balanced 1v1 duel with the AI, then an insane map at similar density would require 154 AI players! This assumption may be wildly wrong. i am currently playing an insane-abundant with 24 AI - which density wise would be like me duelling an AI on a large map! iceman, that would be the equivalent of invreasing your AI numbers from 8 to 19... over double! actually, now I'm curious - ha

13 Replies 40,743 Views

I think there's a few really important things to consider. One is map density. An insane map with 4 AI in it will play very differently than that same map with 24. Another is sensor and drive stacking, and cargo ship type abuse earlygame. Id love to get some thoughts on AI density and difficulty. I think for incredible and godlike dense is undoubtably harder. But when the AI has less extreme bonuses on genius, then I'm not sure what benefits them more...</p

13 Replies 40,743 Views

Well, right now I think they've got the AI to a semi reasonable point. Still miles to go, but its nowhere near as bad as 1.2 They need to focus on adding depth to the game in a whole bunch of areas. Diplomacy, space construction (about 80% of the hex tiles in the game are useless - compare to something like civ5), economic system, spies, invasions.... etc etc etc.

78 Replies 323,058 Views

Yeah Maiden thats exactly right. the issue is that as the map gets bigger, the player gets more time before the AI feels border pressure and is incentivised to invade. Normally the AI takes a big lead early due to their massive bonuses, then the humans catch up later due to superior management. Larger map = more time to catch up

78 Replies 323,058 Views

This really explains it all: " I play on Godlike, Gigiantic, with 8 AI." No wonder you find it so easy. There's no density in your galaxy, meaning no competition early for planets/resources. This lets you take an early lead where godlike AI's shine the most. Try reducing the size to large (or smaller) with 8 Godlike AI. Then you'll be in for a challenge. Yet another boring "godlike is ez, i am amazing" post.

78 Replies 323,058 Views

I actually think this is really good. Massively improves the pace of the game without changing much else. Also given population is a direct path to raw production, the most important stat in the game... I think hospitals are still worth it? I usually build one on every world! ie reaching 40 pop at turn 80 instead of 100 is much better than another crappy factory or lab!

13 Replies 12,429 Views