Parahacker
Chieftain
- Joined
- Jul 13, 2010
- Messages
- 42
Having played, I see what you mean about the mining colonies. You wish to have them upgrade after a certain number of turns, so that they produce increasing amounts of hammers?
I noticed that you can't just build mining outposts anywhere; they have to sit on a resource, which means they can't 'find' a resource. Is that what you need help with?
- Quantium 40 is a problem. Anything after early-game units uses it, and in my playthrough several AI civs simply did not have any way to get it. In worldbuilder, on 'Universe' size maps, I notice that only about 10 Q40 resources spawn or so, and often in ways that make it inaccessible to one or more civs. This is a problem - Q40 becomes a game determinor. You have it nearby, you win; you don't, too bad.
-Universe-size maps with the 'Very dense' star system setting seem... empty. There was no way that every civ on my map would be able to get 8+ star-system empires going (especially with me expanding like I do). Maybe that's a personal preference issue, but for me bigger is better, and empty space, while 'big', gets boring after a while. On the plus side, that made connecting my planets with construction ships an interesting challenge, since they were so distant (closest system to my home system was about ~20 grid squares away -though some planets were closer to each other I seem to have started fairly isolated. Either way, there was a LOT of empty space). Also on the plus side, lots of empty space is realistic; real space is, for the most part, very empty. On the minus side, it still felt confining. Is there any way to up the # of planets past 'very dense'?
Speaking of connecting roads, I noticed that barbarians don't attack roads. This is a very good thing, but you might have been amused at the efforts (Unnecessary efforts) I took to protect my roads initially - squadrons of ships every 3 squares, scouts, etc.... When I realized that I was paying 30+ credits per turn in military expenses on my road guards for absolutely no reason, I had a real facepalm moment.... ^_^
For that matter, I foresee a game where almost every grid square has a road on it, just because the roads never die, never get destroyed. I didn't test this, but in a war with other civs, do they attack infrastructure? There ought to be some kind of entropic force (past the ever-present, every-other-turn 'fee' for ion storms on roads... Here's a thought: dramatically raise the price (200 credits) but reduce the incidence about 10fold, so that having your worker bees swing back to rebuild the road is a real consideration, but you only have to deal with it every 20 turns or so)
Plague. PLAGUE! Augh! so much plague. I had my systems hit by plague every 3-4 turns; it was very annoying after a while. What's up with that? Is there some way to combat it? Otherwise, it's a turn-off, for sure. Massively damaging - 3 pop? every few turns? And that's if I pay a 50 credit fee, otherwise it's worse....
Needs more variety in events. Plague, barb fleets, ion storms (the most frequent) and an occasional harvest/food boost were about all I saw, and I saw them a LOT. Every now and then a research bonus or malus. That's it. I like events, but there need to be more kinds.
Question: I was playing on a moderately easy setting, so I got the religion techs way before the other civs. Early enough that I don't really know if they got those techs too or not. Either way, I founded the one fish religion (ancestors or such) and no others were founded. Are religions set to only be founded one per civ? If so, does that mean I blocked those religions from ever being founded if I discover those other techs first?
I noticed that you can't just build mining outposts anywhere; they have to sit on a resource, which means they can't 'find' a resource. Is that what you need help with?
- Quantium 40 is a problem. Anything after early-game units uses it, and in my playthrough several AI civs simply did not have any way to get it. In worldbuilder, on 'Universe' size maps, I notice that only about 10 Q40 resources spawn or so, and often in ways that make it inaccessible to one or more civs. This is a problem - Q40 becomes a game determinor. You have it nearby, you win; you don't, too bad.
-Universe-size maps with the 'Very dense' star system setting seem... empty. There was no way that every civ on my map would be able to get 8+ star-system empires going (especially with me expanding like I do). Maybe that's a personal preference issue, but for me bigger is better, and empty space, while 'big', gets boring after a while. On the plus side, that made connecting my planets with construction ships an interesting challenge, since they were so distant (closest system to my home system was about ~20 grid squares away -though some planets were closer to each other I seem to have started fairly isolated. Either way, there was a LOT of empty space). Also on the plus side, lots of empty space is realistic; real space is, for the most part, very empty. On the minus side, it still felt confining. Is there any way to up the # of planets past 'very dense'?
Speaking of connecting roads, I noticed that barbarians don't attack roads. This is a very good thing, but you might have been amused at the efforts (Unnecessary efforts) I took to protect my roads initially - squadrons of ships every 3 squares, scouts, etc.... When I realized that I was paying 30+ credits per turn in military expenses on my road guards for absolutely no reason, I had a real facepalm moment.... ^_^
For that matter, I foresee a game where almost every grid square has a road on it, just because the roads never die, never get destroyed. I didn't test this, but in a war with other civs, do they attack infrastructure? There ought to be some kind of entropic force (past the ever-present, every-other-turn 'fee' for ion storms on roads... Here's a thought: dramatically raise the price (200 credits) but reduce the incidence about 10fold, so that having your worker bees swing back to rebuild the road is a real consideration, but you only have to deal with it every 20 turns or so)
Plague. PLAGUE! Augh! so much plague. I had my systems hit by plague every 3-4 turns; it was very annoying after a while. What's up with that? Is there some way to combat it? Otherwise, it's a turn-off, for sure. Massively damaging - 3 pop? every few turns? And that's if I pay a 50 credit fee, otherwise it's worse....
Needs more variety in events. Plague, barb fleets, ion storms (the most frequent) and an occasional harvest/food boost were about all I saw, and I saw them a LOT. Every now and then a research bonus or malus. That's it. I like events, but there need to be more kinds.
Question: I was playing on a moderately easy setting, so I got the religion techs way before the other civs. Early enough that I don't really know if they got those techs too or not. Either way, I founded the one fish religion (ancestors or such) and no others were founded. Are religions set to only be founded one per civ? If so, does that mean I blocked those religions from ever being founded if I discover those other techs first?