Yeah I'd agree that the AI doesn't seem to be using Repair Assist. Stardock used campaign specific folders because mainly of tradition, I think it's because that's how it was when the game first launched. Anyways, to modify, I suspect that something else underneath would have to be changed. One option is to give the DL their own production facility, ex: Collective IV-2, only this upgrade would be super cheap. When a player captures
UnleashedElf
Collectives sounds interesting. Yet another option may be to buff their manufacturing output by 1 per building. The problem with giving them another defensive structure is that the AI may or may not build it and of course, even on front line worlds, they may not demolish their buildings to make it happen. Repair assist is worth a shot. I don't know how well the AI will take advantage of it though. I suppose that for now
Ok, I have been busy IRL, but I have noticed the following since the new beta 1. The Thalan as expected do not wage war nearly as often 2. The ENG, Evil-Neutral-Good type alliances that end up in struggles for control tend to be more common now with the Thalan now less aggressive 3. Overall Thalan performance seems to be pretty much average - not remarkable, but not near the bottom either, unless they get a really bad starti
Color-wise, does any other race use anything like the bottom one - is there any chance it could be confused with the Drengin or the race beside the Korx to the left on post 77?
Altarians - I really am not sure why they are going to war so often. It could be a sample size issue, but they do seem to have this tendency to go to war. Their empire is usually not particularly weak so they aren't the "weak race getting picked off" so to speak. To be honest, at this point, making Drath and Altarian distinct should be a low priority - getting the other things right should be higher. Korx - should be fine if the changes you sa
[quote who="Gaunathor" reply="68" id="3347678"] Slight addendum: I tested the Terrans again, and it apparently was just bad luck on their part. My new changes had some effect on them, but they are still pretty good. In some areas, they are actually even better. For example, they are more willing to research their morale and, sometimes even, research techs.[/quote] Fundamentally, the big problem you're always going to have is a limited sample size. You, myself,
Does anybody know if loyalty ability is doing anything right now? It seems that planets even with moderate loyalty can be with some effort, flipped. Also, does it scale over 100 (ex: If I am Yor and I get loyalty for whatever reason, does that decrease the chances of riots even more)?
Also another recommendation would be to look into the racial recoloration mods and integrate them in. The reason why I say that is because it can be hard to "see" the extend of the Korath Empire, especially on the minimap. Their grey color is a bit hard to see compared to the rest of the minimap.
Ok I'm going to split races into category again: In Good Shape Humans - Seem to build up, and mid to late game, have a tendency to end up in the Evil-Neutral-Good wars on either the neutral or sometimes the good side. Sometimes the neutral races don't "gang up" together. Good empire management is what I think distinguishes the humans above many of the average races. Yor - Although they aren't the best at
I'm going to be playing more games soon enough. I do not know how you collect information, but in my games, I am usually an active player with a modded race. I find that being an active player does give me an interesting perspective.
I do not know how this contrasts or corroborates with your experiences, but there seem to be some overlap, for example we both seem to agree that the Drengin right now are having a tough time. Right now my Drengin seem to have issues earlier in the game. They often do not research the right technologies and do not expand aggressively enough. Late game though, they do ok, especially in a good starting zone, but more often than note the early game tends to leave the
Right now I am going to split performance into tiers. Note that these are based on v4 and strictly my observations - limited sample size is a problem here. Well performing Human - well balanced tech tree; can rally others to cause too; they are average early game, but tend to get better and better as the game draws on Yor Collective - seem to be able to capitalize on their industry; average start-up like humans, but as the game draws on
[quote who="Gaunathor" reply="51" id="3343326"] There is very little I can do about the AI's building pattern. I could increase the AIValue for the 1pps again, but it is unlikely to have that big of an effect. If the AI doesn't want to build something, it won't. As for the Korath "not demolishing improvements to make room for something better", this is common problem with all AI personalities. [/quote] Yeah - it doesn't look like it can be fixed.</p
Also regarding the Korx, I do not know how aggressively they should be relying on trade early game versus using a traditional "colony rush" strategy. Sorry about the triple posting - my browser formatting is giving me issues right now.
Deleted - double post.
The other big problem with the Korath I find is that the AI isn't building all 4 PP improvements nor are they demolishing tiles on their planets for them. [quote who="Gaunathor" reply="47" id="3342764"] I'm currently testing my changes, and just realised why I took a break. The Drengin's research pattern is completely nonsensical. They go for everything, except the techs they could really use, like Slave Pits, Diabolical Research or Cutthroat Trading. I
The more I think about it, the more I think that a technology based bonus is the only way to do it. The limitations of a PP improvement have already been discussed. SP has another drawback. Suppose that the intended race builds an SP. This SP gives an empire-wide effect. What if it were to fall into enemy hands? It would make a bad situation worse. Imagine a culture SP that was on a planet that was "flipped" via enemy culture. That bonus is now in enemy hands. Now a human might
[quote who="Gaunathor" reply="41" id="3340063"] Speaking of Dark Influence, that actually gives me an idea. I could remove Xeno Propaganda and Xeno Brain Washing from the Korath tech tree. The Korath don't really need them, as Dark Influence alone is powerful enough. Plus, it makes it easier for the AI to research DI. The Drengin, on the other hand, I could give some additional Culture modules. When combined with the Propaganda Machine, this would make their Influencer starbase
I've had only a limited amount of time to play this week (busy with life), so my sample size is somewhat limited, but here's what feedback I can give you: The Torians, very much like Altarn and Tolmekian's mods do much better early game. Without AI 10 holding them, they seem to expand very rapidly and have a significant early game advantage. Now whether they can translate this into overpowered endgame domination seems to be inconsistent. Often the AI does ca
[quote who="Gaunathor" reply="37" id="3338016"] Quoting UnleashedElf, reply 36One change I would recommend considering is to make the 3 Thalan starting GAs into Super Projects. Good idea. I probably do this to the Hyperion Matrix, but I'm not so sure about the TEM and the EDU. Both work civ-wide now, because the AI had trouble dealing with the planetary bonus. If you could get either one multiple times, it could seriously unbalance the game. Still, it is unlikely th
[quote who="GJDriessen" reply="6" id="2474597"] Whooo galciv3! Please no total war kind of ship combat. Keep the focus on strategy not on tactics! That's my humble opinion.[/quote] Strongly disagree with this. Good tactical combat can enhance a game and ship to ship combat (along with multiplayer) were the 2 most in demand features of GC2.
One change I would recommend considering is to make the 3 Thalan starting GAs into Super Projects. The reason why is because where there are multiple players with the Thalan Tech Tree, it becomes a race to build the Hyperion Matrix and EDU first. Not having them is a huge disadvantage to one of the Thalan players, which can build momentum and lead to a weakened start.