[quote quoting="post"] the Prestige Victory condition is also GREAT! It eliminates the end-game slog, as intended. I actually finished a game because of it. The Prestige scoring really adds that "maybe I can get to 100% in just a few more turns" element to the game, whereas by that time grinding out the victory would otherwise be really mundane. [/quote] Did everyone declare war on you or is that only when you approach ascension victory
Jeff Yutzler
[quote who="Dearmad" reply="50" id="3846476"] If Stardock is smart, they will, like Tynan did with Rimworld, expose as much of this as possible to XML and allow us to mod the living daylights out of it. that would make me very happy. [/quote] XML? What is this, 2009? [e digicons]:D[/e] My industry was tethered to XML for over a decade and I haven't touched an XML file in years. The real issue is that you can't encode mechanics in configuration files. Magic
[quote who="tid242" reply="20" id="3846457"] Removing 'draft colonists' for all of the turbo-breeding races could make sense. Like tying the Executive orders to the Racial Traits, Biology, etc. so this would hold true for custom civs also. On the question of whether AI's use executive orders. I believe that they do. [/quote] +1 to removing "Draft Colonists" as an option for Mimot. The AI uses executive orders except for the lowest difficulty
[quote who="aerez4546" reply="14" id="3846336"] It is pretty funny to read some posts on here. I can get a pretty good feel for the kind of map settings people probably use, just by the issues they bring up. I do feel kinda sorry for the devs sometimes, because one of the great things about the Gal Civ series is that you can really make very different types of game to play, just based on what kind of settings you pick for the galaxy at start up. [/quote] That's the
I also see no evidence that Stardock wants our input on low-level mechanical details. The lack of feedback is frustrating. If they were to tell me to stay in my lane and tell me what that lane is, I would comply. It makes me wonder why I'm even here. Perhaps I really need to step away for awhile.
We're all just shooting from the hip here. If Stardock would tell us what the current mechanic is, it would be a lot easier for us to propose an improved mechanic. There are some good ideas in this thread, but the ideas are all over the place and there is no telling which if any are compatible with the existing mechanic.
There is usually a relic near your home world. You can put a military starbase near the relic and as close as you can get to your home world. At least your defenses get the bonus if they are within the area of effect. There are a couple of ways to extend starbase range so over time they will become more useful. Also consider putting a military starbase near a slipstream once you have secured your starting sector. You can put a fleet there to attack anyone who comes in. They're not great but t
[quote who="tid242" reply="5" id="3846133"] But with a game like GalCiv - how many outright ways are there to win?: Conquest, influence, Diplomacy, Research, Ascendancy. Whether you want to throw "prestige" in there too or not is up to you (a "balance" victory, basically?). And how many strats within each potential victory condition? [/quote] There's one. Dominate your a sector (presumably your starting sector). After many months of alpha/beta, no one ha
[quote who="PaulLach" reply="3" id="3846220"] As a side note, my favorite traits are: Early game: Self-Governance (for the approval boost and free leader) Ambition (cheaper to hire leaders) Mid-game: Mobility Rights (extends
I think the ideology mechanic looks great on paper but in reality it is crap as of now (Beta 0.91). They could delete it tomorrow and it wouldn't negatively impact the game, except for the Baratak Grove who get an artifact for each culture point. The culture point choices are mostly terrible. The cheaper leaders one is good. The free leader one is good. Eurekas is good. The increased starbase range one is situationally good. More than half of them I wouldn't choose under any circumstances.&nb
Why does every race start off with the Authority ideology by default? I was wondering why I always had ideological differences with every race I encountered...
[quote who="tid242" reply="3" id="3846119"] The Mimot don't need to be nerfed - nothing in the above suggestions make them more fun to play. Rather every other civ needs to be similarly OP in their own unique way. [/quote] That is not at all realistic. I don't care how creative you are, there aren't 15 unique ways to make each race OP. Can't be done. You need a combination of buffs and nerfs to create uniqueness. Part of the fun is figuring out how to
[quote who="slarjy" reply="6" id="3846121"] I don't think the sliders for "minor races" and "hostiles" work properly in 0.91. In this game, I set minor races to "abundant" and "hostiles" to "rare" but I have already found two hostiles and no minor races. It is very early in the game and I don't even have my starting sector scouted but my 0.9 game was similar. Oh shoot, I didn't think to grab the save file. I can post it later if you need it. [/quote] Star
I think the easiest solution is to penalize them heavily for over-population and starvation. Their approval should tank in those situations. I admit I don't actually know what the growth mechanic is. When I want more growth (and I'm not the Yor, obviously) I just make everyone into farmers and hopefully slash pollution but it doesn't seem to change anything.
[quote who="Commander4X" reply="23" id="3846052"] I guess we are talking about a prestige victory hence a defensive conquest victory should be difficult to achieve [e digicons];)[/e] I just won a prestige victory including 350 Galactic Achievement points. I did fight my competitors in my start sector but no farther expension needed. If you got a strong economy a defensive strategy seems to be valid. Talking about single player though. [/quote] Yeah, it se
[quote who="tid242" reply="22" id="3846040"] EVERY civ needs an equally broken mechanic all their own... [/quote] I think that is overstating the case. I just want them all to have unique play styles and strategies more or less. Overpowered mechanics should be balanced through flaws. I think the Yor's lack of organic growth and the Onyx's dependence on promethium are adequate. The Mimot could probably use a nerf, maybe a steeper penalty for overpopulation.
Communications Starbases are more effective at enraging your neighbors (so they declare war on you) than culture-flipping them. You get an immediate -1 to diplomacy and a subsequent -1 when they ask you to remove it and you refuse. I haven't encountered a game where it was worth the effort.
[quote who="Basilisk83" reply="19" id="3845986"] just so u know they specifically said that they wanted the growth rate for onyx to be lowest because with their massive ships they wanted the onyx tactic to be to attack early in order to counter the low growth rate. they wanted them to be "beasts." and with 2x hp with the new hp stats they are def going to have the strongest ships later in game with over 1k hp for a huge hull (without any buffs). and as long as they're effective in the
I don't think the sliders for "minor races" and "hostiles" work properly in 0.91. In this game, I set minor races to "abundant" and "hostiles" to "rare" but I have already found two hostiles and no minor races. It is very early in the game and I don't even have my starting sector scouted but my 0.9 game was similar. Oh shoot, I didn't think to grab the save file. I can post it later if you need it.
As of Beta .91, influence is pretty much a dead mechanic. As you say, culture-flipping doesn't really work and I don't have any ideas of what would fix it. I think it would be more than getting Brad to tweak a few magic numbers. In Civ VI, culture-flipping has a purpose – to prevent wanton forward-settling and to encourage an alternate play style for certain leaders. However, in Civ you have dozens of settling options. In GalCiv you only have a few so buffing the culture-flipping mechan
[quote who="tid242" reply="16" id="3845884"] If the Onyx got a static (on planet, or in-system) prometheon supply, would this dramatically increase player's enjoyment of playing them? (I have not played Onyx (in 3 nor 4)). [/quote] I took into account the recent patch that gives Onyx Hive promethion on their home world. However, that is just a starter supply and not nearly enough to keep them happy. Duritanium and thulium are abundant in this game and antimatter is fairly
The Yor shouldn't be subjected to bacterial infections, right?
I'm reluctant to move Onyx too high because they are so dependent on the RNG of promethion availability. Until someone can prove that late game defense is a viable strategy, the Iconians and other defensive-minded races are staying at the bottom.
[quote who="Basilisk83" reply="32" id="3845804"] yeah, the more i think about it the more i really like the idea of kinetic stopping base repair for a bit and beams slowing down opponents for a turn or 2. [/quote] IMHO this would be nearly impossible to balance or build AI for and would require way more playtesting than Stardock is willing to invest in. When in doubt, simplify.