JetJaguar72

JetJaguar72

Joined Member # 2462559
32 Posts 47 Replies 14,146 Reputation

[quote who="MarvinKosh" reply="21" id="3411792"] You can also increase your tourism income by building Embassies or Cultural Exchange Centres on planets with a high ip value. Homeworlds are a great place to build those. Hope this helps![/quote] Why homeworlds in particular? In my current campaign, Earth has only two bonus tiles: both are 100% Influence bonus. At first, I thought I'd rather any other type of bonus over these. Then I read your comment. Thanks in

34 Replies 33,263 Views

[quote who="MarvinKosh" reply="5" id="3411562"] Yeah in my last game I think the Torians had about 1500-ish ships. It can get really crazy on slow tech.[/quote] Yes, I think this effect is the result of slow tech. I'm thinking of either reducing the research cost of advance hulls and medium scale buildings or modding it so that all the races begin the game with advance hulls already researched. Which of these two options do you think would be better? Thanks in adv

6 Replies 9,171 Views

[quote who="Gaunathor" reply="10" id="3411569"] Quoting MechaGodzill, reply 9How is this possible? I thought they were limited to a single homeworld. Mod? Of course. I'm playing my mod, Autumn Twilight. Somebody has to test it.[/quote] I'm looking forward to trying your mod after I finish my current campaign.

12 Replies 13,685 Views

[quote who="Gaunathor" reply="8" id="3411529"] 3 are from the Carinoids[/quote] How is this possible? I thought they were limited to a single homeworld. Mod?

12 Replies 13,685 Views

[quote who="Gaunathor" reply="6" id="3411509"] Quoting MechaGodzill, reply 5Sounds like a truly epic campaign! I'm hoping my upcoming campaign is as good. It was, but my current game (uncommon stars, rare planets/habitable planets) proves to be even better. Sort of, at least. One thing remains unchanged though. I'm once again at war with almost everybody. Bloody Drath.[/quote] I like games with few planets. just enough for each race to have&nbsp

12 Replies 13,685 Views

[quote who="Gaunathor" reply="1" id="3411493"] Why question is: is there a modding solution to having so many ships that doesn't unbalance or break the game? No. At least none that I know of. Reducing the military production or increasing the buildcost of ships will only delay the inevitable, but won't prevent it. Is there a way to reduce military production by a percentage, not just a flat value? The Military Production ability works as a p

6 Replies 9,171 Views

[quote who="Gaunathor" reply="4" id="3411500"] Quoting MechaGodzill, reply 3It's amazing to me to think of running an empire with 80 planets. and with 80 planets, you must have had thousands of ships! How do you manage it all? Managing that many planets isn't a problem for me. They don't take that much effort. Managing that many ships on the other hand. In any case, I would have loved to have thousands of ships during that war. Instead, I only had abou

12 Replies 13,685 Views

[quote who="Gaunathor" reply="2" id="3411470"] Sometimes. I generally prefer to have the option, in case the other victory types become impossible to achieve. However, it also has it's disadvantages. I constantly fear, that the AI will go that route, thereby cutting my game short. This was especially bad in one of my last games. I was playing as the Yor and had the third largest empire (about 80 planets). The Iconians were on second place, with about 100 planets, and the

12 Replies 13,685 Views

In my last campaign, AIs with less than ten planets (usually about 8 or 9) had built over 250 ships; almost all with tiny or small hulls (I play with the "very slow" tech option enabled). The game ended fairly early (I won a research/tech victory), so eventually they would have built far more ships. 250+ ships is too many for my personal taste. It reduces the importance of each ship when you (or the AI) has that many (just like having too many planets does, IMHO). Why question

6 Replies 9,171 Views

I just finished my first game (since 2007) by winning a tech victory as the Terran Alliance. Even though my military was much weaker than at least half the other AI races, none of them tried to stop me at all. I got the "We know what you are doing" negative to diplomacy, but it really made no difference. It was only a single -, as opposed to trading which was a ++. I know that the Terran Alliance specializes in diplomacy, so I might not have been left alo

12 Replies 13,685 Views

I can only find one download page for GARF (a download that helps with race customization

0 Replies 3,494 Views

How does having planet quality abilties effect conquered planets? If I have a plus one to planet quality and an AI who doesn't conquers it, does it become a class lower? Does planet quality effect any else other than the number of squares available to build on? Does a high quality planet have higher max population, growth rate or happiness? Does building a farm on a planet have any effect if the planet hasn't reached it's max population yet? Thank

1 Replies 4,294 Views

[quote who="MabusAltarn" reply="71" id="3386000"]GARF[/quote][quote who="MabusAltarn" reply="71" id="3386000"] Also, you can use my tool GARF, to remove, backup of fixup your raceconfigurations.[/quote] I can only find one download page for GARF and my computer isn't letting me use it. Is there another place where this can be downloaded from? It looks like a very useful program. I had the same problem with APT 1.3 until someone on the Steam forums provided an alte

84 Replies 281,042 Views

[quote who="Gaunathor" reply="1" id="3409644"] I don't know MabusAltarn's reasons, but I can provide you my own. First of all, some of the AI personalities are already quite aggressive. This is primarily the case with AIP 8 (Drath, Krynn, Terrans, and Thalan) and, to some extent, the AIP 11 variant of the Arceans. Secondly, the more aggressive a race is, the more it focuses on warfare. This is at the expense of everything else. The infrastructure of a highl

3 Replies 6,229 Views

Do you recommend including them in your game set-up? Are they there just to be conquered? Can conquering them get you into diplomatic trouble? If you add them to your game, why do you do so? If you don't, why not? I'm trying to decide if I should include any in my upcoming campaign; and if so, how many? Thanks in advance

5 Replies 7,682 Views

[quote who="Gaunathor" reply="1" id="3409135"] My question is: if research is set to very slow, shouldn't production (and perhaps growth) also be slowed? It is, but only indirectly. New factory techs take longer to research, which means, that it takes much longer to increase your production capacity. The game option is about research only, so I don't think, that it should affect production too. Adding an additional option for production speed? Sure, I can s

6 Replies 8,893 Views

I'm about to play my first game in several years. I've set research to "very slow" -as I like epic campaigns. My question is: if research is set to very slow, shouldn't production (and perhaps growth) also be slowed? I play Civ 5 on epic or marathon (usually epic) and research is not the only thing that is slowed down. Is is good to mod the game so that more than research is slowed down? I also like the idea of civ's not having tons of ships, as it makes

6 Replies 8,893 Views

[quote who="ElZoido" reply="3" id="2469207"]You could try this. However I did have evil civs colonizing quite fine in a number of games, although they sometimes do seem to take a bit more time to do so. Maybe they just ended up with bad starting positions? [/quote] It's been happening in every game I start, so I don't think it's bad starting positions; unless they've really been consistantly unlucky. Maybe The Drengin and The Korath are only suppose to colon

5 Replies 7,235 Views