Greg X

Greg X

Joined Member # 384934
0 Posts 0 Replies 14 Reputation

I agree with Jeff and Aristocrat. I'd like to have a setting that meant the AI was maxing out on intelligence, but wasn't getting any bonus relative to the human player. It seems from what you say Frogboy that on "Intelligent" level, although it receives no bonuses, it isn't making the best decisions about threats, i.e. rolling dice to see if it does anything about a threat. Humans don't behave that way - they decide to do something based on the strateguc situation, weighing eveything

61 Replies 5,646 Views

Although I paid for the beta several months ago I've only played a few times, and not the most recent versions, so forgive me if this is already been covered. Building on jelvemark's point, I'd like to see the AI become more aware of potential hostile build-ups by the player. In response, I'd like to see it either try and trigger a war before the human is ready, or if it isn't in a strong position, be prepared to sell it's soul for strong allies. It makes for a more fun game that the

28 Replies 819 Views

I RtFM on the subject of ship combat mechanics, but something bothers me about the use of attack and defence factors. Let's say you are defending: if the attack goes for two rounds, then your defensive status becomes irrelevant as both your defense factor (1st round) and then your attack factor (second round) would have been used. To me, and only in my newbie opinion, this seems to weaken or defeat the idea of building defensive ships, particularly if combat goes for just 2 or 4 rounds

0 Replies 102 Views

I agree with Paul. I think rebellious systems/countries want to be free primarily, and once they rebel they align with new empires that let them hold onto their hard won freedon. In that case, the more decentralised government types should be more attractive to join, while the imperial ones less so. Similarly, as Paul says, tighter, imperial governments should be able to hold onto systems against influence more easily - the price those governments pay is already build into the game sy

23 Replies 402 Views

One thing that I think would be an improvement with trading is some form of auto-balancing of trade offers or automated counter-offers. For instance, I want to sell a couple of pieces of technology, and to find a price the AI accepts I have to start high (or low) until I find the point when the text changes from yellow to green (or vice versa). This can be a bit tedious. It would be good if you could put something on the table (either side) and the computer automatically matches it wi

0 Replies 85 Views

I understand Frogboy's comment about wanting to make it possible for a system to turn due to influence no matter how many fleets there are around the system. However I think historical prcedents can put this idea into some context, and also help solve the problem he poses in the post. What seems to happen historically is that it becomes too much trouble to hold onto the country (i.e. system) in such cases. It is always possible, given a sufficient number of troops, to bring a rebellio

23 Replies 402 Views

I only got GalCiv on Friday, so I hope you'll forgive me for wading in on this subject. I've seen how culture/influence has been implemented in CivIII, and I'm sure a full debate here will help avoid some of the contraversial design decisions taken there. There are two specific points I want to make: (1) You should always be able to keep control of an influence-poor empire against any amount of foreign influence so long as you have a big enough army, enough money and the will to do so

16 Replies 334 Views