The manual is out of date. How smart is each AI level? What resource bonus goes with each? Thanks!
alexander_west
I'd like to see the settings for the AI have an "intelligence" slider and a "resource bonus" slider, so that I could control each.
The documentation needs updating to keep up with the game version. In particular, the key to the intelligence levels of the AIs is now out of date in the manual as new levels have been added.
Magnumaniac: Yes, I generally play with 0% military production. Thanks for the tip that 1% is required to get the transfer to work, but that still seems like a bug?
First, great job with the patches. I've been really impressed not only with the bug corrections, but the addition of features and the continuing effort toward game balance. Here are some bugs: - When there is no social production, it is displayed with arrows <<<< transferring over to military production. However, the military production transferred in this way is always in parenthesis (xx) and always has a build time of NEVER.
Man, your Evil and my Evil are different. Evil: Ask for double your money back before sending the disks to "keep quiet". Then say that you changed your mind, and ask for the original copy of the game that they were copying from to "keep quiet". Then, only if you're still feeling vindictive, turn them in.
Fragsworth: I was thinking about valuing technology inversely depending on how many races have it. However, if it were worth a multiple based on the number of races that had it, you could make a lot of money selling it, because each race would pay a premium for the other races that it had not been sold to yet. For example, if a technology were worth a 200% of its value to the first buyer, and 150% of its value to the second buyer, that still means th
Minor races are always my first step in Galactic Conquest. Their defenses are poor, and they don't have a Galactic Government to retaliate and declare war when you take their only world.
I have proposed a simple, and I think you will agree, effective solution here .
People make good points about the difficulty in assessing the value of Diplomacy, based on whether technology trading is enabled, and how many other races are present on any given map. I didn't want to transform this thread with a new one on solutions to the technology trading problem, so I created a new one here .
The option to disable technology trading is a "kludge", a stop-gap measure to solve a problem that we all acknowledge undermines game challenge. In the last patch, the AI started charging more for some weapons technologies, and this definitely feels like a step in the right direction. I would like to propose the following additions to the AI in order to solve the technology trading issue, which I think is consistent with how Stardock would like to ch
In Beta 2 the bug still exists where the saved races are loaded with different abilities than they are saved with, and the logistics value is increased by 4 with each re-load.
Dewwar: I think you are correct about the Trade Routes. I'm not sure if i made a typo or a mental miscalculation, but paying 3 points for +3 Trade Routes seems right. The reason I would include soldiering in the military bonuses is because a player with a good economy or research is probably going to be ahead by researching more of the planetary invasion or planetary defense tracks. The ability to have a +20% bonus there helps the less research orie
BladeVenom, You raise an interesting point. I have started another thread to discuss how much different racial abilities should cost.
The other thread on re-balancing the bonuses of political parties have lead to thoughts on the values of the various racial bonuses. We'll start with the core economy income: Economics: This bonus seems to be the basic building block against which most other bonuses should be evaluated. A strong economy is the backbone upon which any strategy is built, and thus always useful. For our purposes, let us use the current value of 2 po
It seems that with the recosting of the different racial abilities, the political parties have not been re-adjusted. Some are worth a lot more than others, now. It seems the target number used to be 4, which most were equal to, but now there is a pretty wide range between 3 and 7. Federalists (4 pts.) - +20 Economy is worth 4 pts. Industrialists (4 pts.) - +20 Social and Military Production are worth 2 pts. each. Merc
What do other people do?
Someone on another thread asked how to beat Masochist. Here's my reply: I have won on a large galaxy, with 9 opponents, set to Masochistic, and no diplomacy bonus. The key to my success is to build a strong(er) economy, and to leverage that economic strength into an insurmountable lead in technology. That may sound impossible against AI players operating at 200% economy, but I assure you it is quite possible. (All along rememb
Here are some things I noticed while playing the 1.1 Beta: 1. If there is no social production item qued, the number is framed by a carrot ( 2. Idle social production is not actually used as military production. I have tried leaving
Could some of the levels of spying reveal parts of the map the race you are spying on is familiar with? I often get advanced spying on races before I have mapped out all of their space. So, despite the fact that I could see the details of every single one of their planets and stardocks, I still don't know *where* they are, and can't click on them because they aren't on *my* map.
Yeah, the AI does well strategicly, but has some serious tactical holes. Also, have you guys noticed that the AI almost never builds farms? It means it has a weak economy, AND that planetary invasions are a lot easier than they could be.
I've now played the game against Genius AIs (still have to play against Incredible) but I noticed it doing a few things wrong that it also does on the Bright level. I feel these are fairly obvious mistakes to be avoided... 1) The AI never builds farms. This not only means that the AI has a limited revnue base to do construction and research with, but also that its' worlds are that much easier to conquer, because they all contain either 5 o
When experienced ships take damage in combat, the damage highlighter still treats them as if they had their original hitpoints. So, if a medium ship has 100 hitpoints, but has taken 17 damage, it looks like it is about to explode (90% red overlay) when it is really in good shape.
I've now played the game against Genius AIs (still have to play against Incredible) but I noticed it doing a few things wrong that it also does on the Bright level. I feel these are fairly obvious mistakes to be avoided... 1) The AI never builds farms. This not only means that the AI has a limited revnue base to do construction and research with, but also that its' worlds are that much easier to conquer, because they all contain either 5 o
My favorite improvement is the Aphrodisiac. Population is the key to a healthy economy, and 50% increase in population growth is absolutely amazing! It is also very helpful when conquring new territory for quckly building up your "soldiers" to both defend planets you take and supply troops for subsequent invasions.