Wow. I admit that I was a bit nervous when I noticed that you replied, and it looks like I had good reason to be.
Have I missed something? Why would anyone be nervous because of me?
I tried it on a lark and they went from terrible to pretty good. With trade bonuses reduced to 50%, my Korx equivalent started with only +150% trade and still couldn't manage to colonize properly. Half of their planets were making freighters while the other civs were pounding out colony ships. Diplomat was the first ability that came to mind for them and it stuck.
That is weird. My Korx usually have no problem, if they start with 300% trade. But if that is the case here, changing their Super Ability is appropriate. Super Diplomat and Super Manipulator are both fitting for the Korx.
I didn't think too hard about this one. I wanted to address the issue you brought up. Also, I'm assuming the AI is incapable of being deterred by this law, so I didn't want to simply bleed them.
Okay, you're right about the AI. I was thinking too much of the player here.
True, but My primary goal was to spice up a bunch of improvements. The AI has a mind of its own in this regard and does odd things sometimes, like build factories over morale bonus tiles. I thought about trying to optimize improvement building, but got a bit dizzy and quickly moved on. Although sub-optimal, I think overall things are better.
I've been trying to optimize that for four years now, with only a slim success. Therefore, I'm not really surprised that you moved on.
Boo. Something I forgot. Looks like v3.01 is due in the near future. Thanks a lot.
No problem.
Making it a TG boils down to artistic license. Changing it at all was a response to the "why build sensors at all, just rush to Eyes and be done." Now, it's less powerful and if you don't get it first you can buy it. Just something that came to me. The AbilityFactor was just unknown code so I left it alone. Probably gonna nix it in the bug fix release.
Why you reduced its power was clear to me. I did the same. Just the change to TG wasn't obvious.
Ack. Made it into two versions? I even noticed it this time around. I'm running out of unused Icons and Queries. I may have to make up something special now that I have to go out of my way to fix it.
You could use HyperDistributionCenter.png, like I said. You would only need to change the Icon and Query Graphic of the Hyperion Re-Supply Center. Galactic_Re-supply_Center.png would be fitting, I guess.
Perhaps. The problem with must-build improvements is that the AI has to build them first. So, any planet colonized after Nav Centers is researched plunks down the Nav Center before anything else. A bare planet run by the AI can end up with anywhere from 1 to 5 social points, so you're looking at 6 to 30 turns building the NC before doing anything else with the planet. That's just too long. In an ideal world, the AI could deal, but not here. It's part of the reason I left the Arcean-Eng TechTree in as an alternative.
Reducing the AI of the Nav Center a little, so the AI builds factories first, could probably help. But that requires a lot of fine-tuning. Keeping it as it is might, therefore, be better.
Partly due to a lack of a manufacturing SP for the Drengin, but also due to the fact that they already have a boatload of %manufacturing bonus improvements.
Okay, makes sense.
It makes some sense to me. Take your dissenters and "re-educate" them to prevent defections. Since the AI virtually never makes use of that ability, I had to give it something else. I didn't imagine re-education as a big prestige builder, but I bet the people on that planet will at least act happy when they start hearing about what happened to the last guy that talked about rebellion.
I thought of it as a "school", that re-enforces the strength of your culture in the people. You might not be happy with the way the government is run, but you're proud of your culture. The way you describe it sounds more like how the Secret Police Center is supposed to work. Both approaches can work though. Thanks, for explaining your reasoning.
Heh. I had to put it there because the AI skips the first module on the list when looking for prereqs, and it won't look back up to find a module that depends on something listed later. I had BattleStations there, but then all the modules dependent on BS were available right away. I reversed the order of the BS modules, but then the AI would never build BS Mk 2-4. I needed something that both wasn't a prereq and didn't depend on something else.
In fact, there may be other conflicts based on that problem, but since I found it out recently I haven't checked to make sure every module is below the module it requires.
Yeah, I noticed that problem. I just don't remember if I moved the Repair Kit because of this or some other reason. As far as I could tell, every module is below its requirement, but I'm going to check it again, just to make sure.
I had to make some tough choices about what to put above and below the line, but did the best I could.
You certainly did. Sometimes, sacrifices are necessary.
You'll also notice that a lot of the high-end race-specific modules ended up below the line. Greatest good for the greatest number. Also, many of them aren't unlocked until a time when not much constructor use is going on. How often and how effectively, and all.
I did notice that. They are mostly a waste for the AI, anyhow, so keeping them in the hands of the player seems to be the better choice.
Thanks tons for the write-up.
Don't thank me just yet.
Some more feedback\critique:
- Freighter Command. I really like the economic bonus, it is absolutely fitting. But giving Neutral a identical building, really undermines the uniqueness of the Korx. Replacing the Persistent Trade Routes bonus of the Trade Nexus with a bonus to Trade would still make sense, with regard to the purpose of the building, and keep Persistent Trade Routes as something unique to the Korx.
- Xeno Mysticism. I understand why it has been moved, but I'm not sure if Xeno Research is a fitting requirement in this case. Xeno Mysticism is more of a history lesson and about the cultural identity of the Altarian and Drath, so culture (Xeno Business) seems like it would be more apropriate.
- AI research. I'm not sure if it is my setting or bad luck, but for some reason the AI takes quite a while before it starts researching to Planetary Improvements and beyond. It mostly goes for culture or weapons/defense techs and invasion first. Even if it has finally researched Planetary Imp, it rather goes for Extreme Colonization, than new factories or labs. I'm going to test a little more to see if this behavior continues.
Now, the suggestions I promised. As with anything before, feel free to disregard what you don't like:
1. Political Parties for all Races. Currently, the AI selects the political parties more or less randomly for each race. You could set a standard political party for each race in the RaceConfig.xml, to give them a little bit more personality. Just add <PoliticalParty>x</PoliticalParty>.
2. Thalan Racial Music. The Thalans are currently using the racial music of the Iconians. I'm not sure when this has been changed by Stardock (or why), but you could easily change it back by replacing Race09 with Race08 for the Thalans under RaceMusic in RaceConfig.xml. This is way more fitting for them.
3. Political Parties (again). There are several errors with the way penalties are applied, if the party loses control of the senate. Most parties apply the bonus as a penalty. Others are either using one of its bonuses as penalty but with higher value or they use the bonuses of the opposite party as the penalty. The affected parties are: Industrialists, Universalists, Populists and the War Party. The Pacifists has another problem: they provide a bigger penalty to Social Production than bonus. All of these are leftover errors from GalCiv 1. Seems like there was no general agreement of what the penalty should be for losing control of the senate.
4. Market Center. The requirement is currently set to NeutralHistory. This lead to most races not getting them and an additional entry of the Market Center (for the minors). I suggest changing the requirement to IndustrialRevolution. That way, all of the factory users (except the Torians) would get it, and eliminate the need for the additional entry.
5. Stock Market. Please remove the PrestigeBonus line, as it makes the influence from econ-planets too powerful. This is why I won most of my games with a culture victory back during DL (until I disabled that victory condition).
6. Invention Matrix. The Invention Matrix costs currently 350 to build, while the Discovery Sphere costs only 275. Either swap the costs or overhaul them completely. The overhaul, in the end, might be the best, because of the extreme jumps in cost for only minuscule improvements in output.
7. Manufacturing Capital. The manufacturing bonus is quite low compared to the cost, the status of a SP, and the power of similar buildings. Either increase it to 50% (like it was in DL), 100% (like it was in GalCiv 1) or something completely different. 33% is just too low.
8. Omega Research Center. Another GA that is just too weak. Consider the time and cost it takes to first research up to Discovery Spheres and then build it. And now consider the time and cost it takes to get the Technology Capital, which provides double the bonus for only 3/4th of the cost to build and is only a SP. Something needs the be done, but I'm not sure a planetary bonus is the way to go. The AI is tremendously bad at properly utilizing them.
9. Galactic Stock Exchange. The current requirement of Advanced Trade (left-over from GalCiv 1 again) doesn't really make sense. I suggest to change it to Interstellar Stock Exchange.
10. Hyperion Re-Supply Center. Similar to 9. The requirement of Expert Logistics makes no sense. Advanced Life Support would be more appropriate.
11. Economic Direction Unit. A planetary economy bonus of 25% seems quite weak for a GA. Either increase it or make it civ-wide.
12. Altarian and Drath entertainment buildings. Currently, they have three weak entertainment buildings: the Entertainment Network, Healing Pools and the Drathian Temple. Healing Pools don't make any sense for them, so I suggest to remove it. The Drathian Temple could use a little boost. If you then also add EntertainmentNetwork as an Upgrade_Target, it will prevent the Altarians and Drath from cluttering up their planets with weak and obsolete improvements.
That's it for now. I hope.