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?
You may also have noticed that Raiders don't currently capture star systems. However, Drakh ships, which appear later in the game, WILL lay waste to your star system connections be they trade routes or jump lanes.