Jaia

Jaia

Joined Member # 5561629
14 Posts 54 Replies 653 Reputation

Several changes to combat, I think the game would benefit from: 1. One parameter that feels off now is weapon range. Of all 3 (accuracy, damage, range) it feels the least important and can be usually sacrificed in favor of damage or accuracy. The only way to remedy this is probably just to increase battle arena size significantly (there is a mod for that already btw). 2. Weapons could be balanced better I think. Beam weapons feel like they don't really have downsides now, w

7 Replies 31,916 Views

Yes, I usually feel the same. As I see it, there are 2 ways to address that. First would be to make Ai much better at wars (good ship designs, fleet composition and properly attacking\defending planets). The second is to make it possible to have an "endgame crisis" with the strength of it set by a player before the game. That way, even if Ai civs are weak, at least a player can fight 5x\10x crisis and have a really good challenge in the endgame.

1 Replies 6,913 Views

Perhaps, to make these challanges more relevant and interesting they should be untied from prestige victory (which is the easiest to achieve anyway). Instead, each challenge should grant some cool and unique bonuses to the race that completes them. For some, like dread fleet, for example, difficulty should significantly go up, even to a point when it is basically an endgame crisis. In short, the system probably needs re-work, imo.

6 Replies 29,594 Views

I dont think Galciv 4 needs 3d buildings... What I'd like to see is simply 3d planets (not ai generated pictures of planets as it is now) with some space background. Buildings can remain as they are now.

2 Replies 2,095 Views

Honestly, at this point I'm more concerned with how not to use certain modules\tactics to give AI a chance and make the game more interesting... Ideally on highest difficulties this shouldn't be the case - AI should keep players busy looking for new ways to defeat it. I think it's not that hard to achieve actually: just make AI prioritize big\huge ships and pyramid sctructure fleets without tiny ships, high tier doctrines and balanced defense\offense modules including warlords ones. Also it i

25 Replies 71,331 Views

In addition to what already have been said, I would add that I haven't seen AI use higher tier doctrines (like assault\scirmisher) and all these new modules, like nano-repair, scramblers, etc. I imagine if AI was trained to build their fleets in pyramid structure, with big\huge hull ships always being a priority and cruisers\frigates supporting them it would make the game more challenging\interesting. I think the belief that bombers are somehow good has to go, They are not,

25 Replies 71,331 Views

I posted about this in discord. AI's fleets even in a very late game are almost always composed of cruisers, frigates and bombers. Sometimes they build battleships and even dreads, but they are very few. Not only that but AI do not prioritize defenses usually and use low tier doctrines, like barrage instead of assault. I think AI should always aim at quickly researching big ships and adding them in every fleet, supporting them by smaller ships, while fitting the latest tech modules on them an

25 Replies 71,331 Views

AI is somewhat competitive on incredible difficulty and quite hard to beat on godlike. Unfortunately this is possible only because of very high bonuses to economy\science\ship strength AI gets, not because of smart playing. I heared AI in Galciv 3 was better and if this is the case I'm surprised it's become weaker in the next iteration of the game.

4 Replies 2,176 Views

I think the problem is not with the current system in itself, it works and works fine - you gradually add all those little bonuses on planets\starbases etc. and eventually they all give substantial results. That's why, e.g., the whole district system exists, I think. If you change those bonuses to be multiplicative, numbers would just skyrocket and require adjusting the costs of basically everything in the game. In my opinion (as you also described that) the main problem is that the same

6 Replies 21,112 Views

I can see these 3 techs in game (in the tree with xeno medicine). However the final one - "Immortality" doesn't have any effect listed. Hopefully Stardock will balance these unique techs and give proper description to their effects soon. Also, I'd like to see more uniqe techs tied to abilities. For example, a Hive mind ability currently doesn't have any at all, although possibilities are quite vast in this case. Edit: I think i'm on a regular 2.5 version, not 2.5.5. Probably tha

11 Replies 3,393 Views

Regarding military starbases. After playing more and giving it some more thought, I think the current system works quite well. It forces you to guard your shipyards and military starbases, which in turn guard core worlds, with your fleets. Starbase and even shipyard can stand agianst a small fleet on their own but not against a well-rounded fleet or larger ships. That makes sense. Forcing to attack military starbase will make a life of defenders too easy, I think, since you could j

3 Replies 16,651 Views

Here are my impressions from 2.5\Warlords after finishing one game. Overall – I like it, but there are some issues and room for improvement. Regarding features introduced in Warlords: - I really like the new ship doctrine system, it adds a lot of variety and tactical depth. <p style="line-height: 150%; margi

3 Replies 16,651 Views

Tooltips explaining how things are calculated would be very nice to have indeed. By the way, could faction power refer to actual factions within a civilization ? If so, it is weird, since why would other civs care about your internal factions... And if it referes to the overall might of the civ, then it is duplicative and redundant.

5 Replies 9,143 Views

Players need to be able to affect ideology distribution among citizens. Not completely of cource, but to a considerable degree. It can be done through spending control or using some other game mechanic. There is nothing wrong with existing citizens changing their ideology.

6 Replies 4,947 Views

[quote who="Publius of NV" reply="5" id="3918582"] Tactical repair does repair damage every phase of combat. It's always worked that way, and is one of the primary reasons to use ancient civs. With the ancient research boost already nerfed, removing living ships would make ancient mush less desirable for players to use. [/quote] I don't want "Living ships" to be removed ) It's a cool concept. But just to provide context - at about turn 100 the most powerful civ in the galaxy

6 Replies 8,688 Views