| Not sure how this got off the main topic of the nerf to morale buildings but basically to fix an exploit the Devs made both farms and morale buildings near useless, not to mention tile bonuses for said buildings. I would of thought they might of come up with a better way to fix an exploit then take out a portion of their game. That being said, onto other topics raised in this thread. |
If I understand correctly, the exploit that was addressed by nerfing farms and morale buildings, was the ease with which players could operate at 79% taxes. If so, I have two major questions. The first is, is 79% taxes unbalanced? Couldn't the AI operate at those tax levels as easily as the player?
Even if we assume 79% taxes were unbalanced, my second question is, so what? In my experience, It's not 79% taxes that allow a player to beat a suicidal AI. Even with everything that I know about optimizing a colony rush and planet development, about generating a huge economy, about creating arrays of economic starbases to make uber research and production planets, every little tip and trick talked about in these forums; the best result I can hope for by the end of the colony rush is that pretty much every AI is at least 2 to 1 ahead of me in economy, technology and military production. About the only area where I can maintain any parity with the suicidal AI is in population. All these so called exploits do is keep me from being out everthinged by 10 to 1.
The only thing that gets the player from being 2 to 1 down in everything to every AI, to a more equal footing, is winning that first war and asorbing that first victims resources. Clearly, the ability of a player to beat suicidal AI's is directly related to the strength of the weakest AI, because that's the AI that'll be the players first target.
The discussion of speed and blitz tactics in war is really the crux of how a player can win that first war and is therefore the real reason players can ultimately win against suicidal AI's.
Playing on gigantic abundant all galaxies with 500 planets and 9 AI's pretty much means that on average everyone comes out of the colony rush with 50 planets. I certainly use speed and blitz tactics to my advantage in that crucial first war (and every other war as well) but I've never been able to completely take over 50 planets in one turn. About the best I can do is probably about 5 turns and it's usually closer to 10 turns. If I really did have to essentially engage all of my opponents forces (which always both out number and out tech me) then I would truly have no chance against even the weakest AI and therefore no chance in the game whatsoever, I don't think there's anyone that would.
I do agree that the unannounced first wave of the attack is unfair and wouldn't mind requiring the player declare his intentions in advance.
I guess it boils down to why is there such an obsession in having a level of AI that's absolutely unbeatable and therefore unplayable? Even if the game *must* have an unbeatable level, why the arbitrary selection of the 200% bonus level as the line in the sand? Why not make a 300% level or 400% level? Clearly at some point there'll be a level no one can beat.
My only interest in beating the AI at 200% is the fact that there are others beating it. Even though this is a single player game, the real competition is between human players, not between the human and the AI.
IMHO