a better alternative to the issue of the AI being unable to deal with sneak attacks So that's what this is all about? The answer, then, has to be to improve the AI's ability to deal with the possibility of sneak attacks, instead of building up a baroque set of artificial game mechanics to compensate for that lack. Ok, I THINK that I have talked Brad out of trying to counter sneak attacks So the de
shiva7663
I get the MMC tech and lease purchase it on Feb 1. Did you mean MCC (Mind Control Center) instead of MMC?
That kind of invasion delay is probably the reason that the AI's sometimes park empty hulls in orbit around their planets.
The advantage of the UP neutral space event is that if you want to sneak attack in spite of it, all you have to do is quit the UP. The current proposal on the table appears to take away that freedom.
Morale Building Improvements: (version 1.7 beta 1) These are modest, but positioned at a critical spot in the development cycle. Entertainment Network (the 1st level morale tool) - increased from +5% to +10%. Multimedia Center (the 2nd level morale tool) - increased from +10% to +15%. Other morale buildings, colony morale ratings remain the same. Are these changes significant enough to revisit the "all morale buildings are completely wort
One Trojan Horse strategy would be to launch Colony ships and upgrade them to Troop ships when they arrive at the target planet. The downside is that it still gives the enemy the upgrade period to react (which is still a shorter period of time than running a regular Troop ship from home to destination, though). However, I don't know how well AI civs can detect what a ship is being upgraded to.
No, seriously, you want an explanation? Okay: Tachyon fields! Don't worry if it doesn't make sense, since...you know...most of the technology in the game doesn't if you think about it too long. Tachyon Fields? Ok fine. Put that in the tech tree somewhere, and then we can upgrade starbases with Tachyon Field Generators (of various strengths depending on the level of the technology) by building Constructors, and give Super-Isolationists appropriate benefit
you cannot not declare war on someone while in their borders in Civ IV. (Well, you can, but all of your units will be moved outside of them.) In fact, you cannot move into their borders, period, without either having their permission or declaring war on them. Sure, it might not all make a lot of sense from a realism standpoint, but The bright and illuminating hand of Amaterasu did not prevent the Japanese from attacking Pearl Harbor. GalCiv II doesn't ha
I'd be happier with an in-game technological implementation of speed limits than a hand-wavey rationalization for them.
That's a straw man argument, Ms. Jones: pointing out the other logical inconsistencies in the game system does nothing to invalidate my concerns about technologically enforcing speed limit treaties, nor does it justify inadequately rationalized game mechanics altogether.
How can a "right of passage treaty", which is just a piece of paper, change the laws of physics to slow down ships? the same way speed limit signs on the highway keep you from taking your '07 mustang to 140 mph. Interstellar speed limit signs mean nothing if there's no physical enforcement by an asset of that civ. So, you break the speed limit within sensor range of an asset of that civ, then they get to decide if th
Thank you, it works fine in DA. The mod is a simple one that replaces a file and creates a backup in case you want to restore the glare feature. I don't play Metaverse, so I can't verify, but the readme says it should be OK for that as well.
How can a "right of passage treaty", which is just a piece of paper, change the laws of physics to slow down ships? You'd damned well better have a convincing rationale for that one. It just doesn't make sense. Actually, the Super-Isolationist slowdown doesn't make sense either, unless it's enforced, for example, with military starbases that implement the slowdown technology (improved interdiction beams available as a part of the Super-Isolationist ability, etc.), and which can be destr
Is there some way to remove the minimap "swoosh" tan-colored area so that it doesn't obscure the map?
Wow, I never noticed the "Old" button before. Has it always been there, or was that a recent change? That, and turning off auto-upgrade, will help me a lot!
whose constructive curmudgeonliness is a legend on this forum Now that's an elegant compliment. As a journeyman curmudgeon myself, it is a pleasure to watch someone create masterworks of the Craft.
Poisoned Pill tech trades wouldn't work if everyone were just able to build planetary improvements with outdated technology instead of being forced to build at the current tech level.
There's a difference between "useless" and "pointless". I use fertility clinics too, but hideously expensive Galactic Achievements or super projects that are worse than standard available planetary improvements because they don't affect "base" values are pointless.
Anyhow, the Secret Police Center and Galactic Resort are impressively pointless. It has been a while since this was last discussed. Are these still "impressively pointless", or have they been fixed?
Doesn't approval directly effect loyalty, or at least strongly so? Having the slider down to 21% would seem to make it easier for your enemies to flip your planets.
If your opponent produces a galactic wonder then you trade tech for the planet. Did they ever change how reluctant any civ is to sell their own planets? I've never successfully bought a planet, but it's been a long time since I even tried, because it was so discouraging to be told No every single time.
So you can reduce the hideously inflated price of a planet by culture bombing it first? Well, that's something, at least.
What does "NBD b/c" mean? That doesn't seem to be "normal" leetspeak.
You know, when I first read that the Super Isolationist could colonize "barren worlds" I thought it meant all those many Class 0 planets. Ah, well.
I'll see yer hobbitses and raise you one Loituma Girl