Playing on a ludicrous size map the governmental restrictions on number of colonies means that, with habitable planets set to the default of occasional, roughly ninety per cent of the map is useless. Commonwealths do not extend a players range so the only means of exploring/exploiting most of the map is by starbase. Why explore when one can't colonize ? Why colonize only to be forced to give those colonies away to a necessarily incompetent A.I.. Having problems with/don't like micromanagement (not this player !!!)? Don't play 4x !!! Have uninstalled Intrigue as total waste of money !!!
If you don't like 4 x games why you bought one of the biggest 4 x games at the marked!?!?!
Why are you angry about a game from a genre you don't like because its a 4x game you don't like.
What do you thought it is before you buy it? !
As my usual game type is Excessive/Ludicrous maps with about half the recommended number of players (I like to have space to grow initially), I went into the GovernmentDefs XML file and tripled the given max colony rates. For my games it still gives me some impetus to improve my government, but it is not so overly restrictive that I can't do anything expansion-wise for X turns until I get a new government tech. I realize that not everyone is confident enough to mess with the XML however, so I would like for the max number of colonies to flex based on map size. I have no idea how hard that would be to code though.
Well the op says you dont like 4x games, but you changed your original statement to say you been playing 4x since the 90s.
Again you dont like micromanagement which has always been a thing with galactic civilizations, at least with 2. I looked it up in wikipedia. Its not a galactic civilizations thing its a 4x thing, yet that is the biggest complaint about capcom i heard is that its to automated.
Now that is said i dont like class zero planets whish they were extreme instead.
Well building tall empires instead means there is less micro. Tall, also exist due to complaints.
The exploration treaties is nice for the first time i was able to explore an insane, or ludicrous map. I could do that on excessive, but not insane.
Sorry admiralWillyWilber/all, some strange aberration in my normally good native English. I have absolutely no problems with micromanagement, love it in fact. Exploration treaty is way fun too.
EasyWin. Thank you for GovernmentDefs.xml. Definitely have trouble w xml, way too freestyling for us in general from way before GalCiv. Also, tho' it makes no real diff except in the GalCiv crippleware take on multiplayer, have the stance that w mods/xml tweaks everybody is playing a different game. For example, take out colony limits and the play is very different.
Hmmm .. P.S. Paragraph breaks ? HowTo ?
P.P.S. NoScript was mucking paragraph breaks up.
By pressing enter on the keyboard. You can make paragraph breaks.
v3.1 opt-in, no mods, Crusade, Intrigue, normal/default settings/difficulty.
Gave Intrigue another chance and, again, was, effectively, destroyed by turn 127 because of colony restrictions.
The neighboring Krynn who are never ever mollified by trade and diplomacy from a pragmatic let alone a sometimes benevolent civ simply swamped us with wave after wave after wave of attacks.
According to the strength readout on the diplomacy screen my civ was roughly equiv to the other A.I.'s, at 194 roughly twenty ahead, not much. Except for the Krynn who were at the incredible strength of 794 !!!!
This simply unplayably NUTS !!!
I tend to play custom races with high levels of contentment and then just ignore the colony restrictions.
OFC I also play malevolent races, with the eager trait chosen (on the malevolent tree) the morale bonus mitigates a lot of the colony restrictions.
And of course I upgrade my government as often as possible (there are a few that have no colony limit)
How would I remove the colony limits from the game ? I play on really big maps and it looks like the limits aren't compatible with this.
Thank you in advance.
I can play without the intrigue Expansion but I wanted to try the new government approach for a more interesting game. How is the AI at handling the new intrigue ?? Does it adjust its play if you remove the colony restrictions ?
Has Stardock stopped updating their game ?? This would be a huge disappointment.
JJ
change the all the colony restrictions to galactic. I don't colonise by my restrictions I pick my governments by the number of colonies I have. I would probably lower the difficulty till I got the hang of these governments.
Ops2048, you can mod the number of colonies for each government fairly easily or you can download Horemvore's community patch mod from Steam's forums. It contains other fixes that make the game more enjoyable and adjusts the number of colonies to better match the map sizes.
If the game is only playable with mods. Then this game is sadly broken.
Hi,
The game isn't broken at all though a good start certainly helps a lot..
In the opening, you just have to more or less ignore discontent and obviously not choose a government with elections - so Imperial rather than Colonial at the very start.
Later you can choose a better government and also ameliorate discontent in other ways. If you're malevolent and up to the conquest stage, then using the "eager" ideology can make a big difference if you take plenty of planets. If you're more peaceful you can work through the Governance tree (or if you're an evil race like the Drengin it's called Intimidation) until you get to "Easy to Please" which makes a huge difference. Earlier in the tree, you can also build an entertainment capital on a suitable planet after you've researched "Xeno Entertainment" aka "Fighting Pits" and surround it with buildings that give a morale bonus thus giving all your planets a boost.
There are also other several other mechanisms including mercenaries who boost morale on a specific planet and I believe celebrities (though I never use them myself).
Cheers,
Jon
Thanx for the shout out
I do however warn people that are struggling with unmodded GC3 "Horemvores Community Patch" actually makes the game harder, especially when it come to AI Fleets. They use Weapon Augments, Repair, Hit Point augments, stack some fleet wide bonuses ect.
This sceenshot is from one of my recent test games and shows typical AI ships (I have since added fleet wide bonuses to a few more loadouts):-
I can certainly vouch for the AI fleets and ships being harder to beat LOL. I just met a Xindi fleet (Airmaster's civ) with over 200 strength in kinetics and 60 defense for all types of weapons and we are still fighting with medium sized hulls, they maximized their logistics points now if they could just use commanders properly it would be awesome. They even built a starbase to extend their range to reach my territory, that was a novel experience. With the slowdown in tech the mod brings it really is giving me a challenge.
Game is absolutely fine.
I will say it over and over again: if you play it right, it doesn't really matter how many and what kind of planets you colonize.
Just build up a tall homeworld and then start your conquering spree whenever you feel ready for it.
I understand that you only need a couple of planets or even one really good one to get what you need but doesn't this depend on which race you play. With Terrans, Earth starts with 11 tiles and with the Krynn, Kryseth has just 8 (and the ones in the home system are even smaller). Of course you can terraform but this takes tech and time.
Also, isn't the one of the main points of claiming planets in the opening to get ideology and with very few you may not get those potentially significant bonuses. (If I had to choose just two levels I guess I'd go down the malevolent tree to improve the home world's production).
Dear Horemvore,
Do I need changes to use with GRM ? *How* to do that ? I have the feeling that would make the game super excellent.
Horem, could you be prevailed upon to release a version that works with GRM ? If the fix is not simple .
I have GOG version so GRM makes the game wonderful since I lack races otherwise. Now to add Horemvores patch would be the best of all universes.
Gauntlet mentioned that one might have to change race ability points. But I would not know how to do that and would require instructions. I have edited very little so far and lack experience with such.
Is there an external link (as with the patch) to download extra races to use with Horems patch ? I did not see one.
So right now I have 3.04 + all dlc and GRM. Just need to add Horems patch and I'm home free.
thank you
If Ideology is a concern then pick the building that give you ideology points first.
Trading treaties to commonwealths is not a bad way to make money. I recommend it.
You can delete, GC3GlobalDefs.xml, AbilityDefs.xml and StarSystemDefs.xml from Horems Community Patch for it to work with GRM. However, you lose the Star Trek themed start systems, Rush cost reduction, Upgrade cost reduction and AI upgrade time (I reduced these to make the AI Fleets more competitive not to make it easier for the player like many beleive, although this is a by product) and of course the 3 new abilities and ability fixes introduced with HCP. All minor stuff really, allthough the upgrade costs complement other changes made to make the AI more competitive (I quite like seeing the massive jumps in the ship power graph for a mix of civs, means they are spending that hard earned Tourism income wisely!! Oh yeah AI use tourism to the extreme in HCP
@Jabberjaws - You will also need to remove the Ideology file (CultureTraitDefs.xml) from my mod (Mine just includes fixes which Gauntlet has probably done himself).
thank you Horemvore !
will changing these values maintain your AI improvements ?
NumTurnsToUpgradeDesignsAI 1 and RushCostMultiplier 10 and UpgradeDiscountFactor 0.9
Correct me if I am wrong.
maybe others would like the same changes
Thank you either way.
In UCP Core Intrigue
By the way , did you intend to leave the line NumTurnsToUpgradeDesignsAI>20</NumTurnsToUpgradeDesignsAI in your file for Intrigue ? I also noticed a factor for upgrade was .8 instaed of .9
In UCP Enhanced
NumTurnsToUpgradeDesignsAI>1</NumTurnsToUpgradeDesignsAI
UpgradeDiscountFactor>0.9</UpgradeDiscountFactor
I am a little confused
Should look like :-
<UpgradeToConstructorPenalty>0.1</UpgradeToConstructorPenalty> <UpgradeToTransportPenalty>0.5</UpgradeToTransportPenalty> <UpgradeToTradePenalty>0.1</UpgradeToTradePenalty> <UpgradeToColonyPenalty>2.0</UpgradeToColonyPenalty> <UpgradeToCarrierPenalty>0.5</UpgradeToCarrierPenalty> <UpgradeDoubleAttackPenalty>0.01</UpgradeDoubleAttackPenalty> <UpgradeDoubleDefensePenalty>0.01</UpgradeDoubleDefensePenalty> <UpgradeDiscountFactor>0.9</UpgradeDiscountFactor> <UpgradeCostFloorFactor>0.1</UpgradeCostFloorFactor>
And:
<NumTurnsToUpgradeDesignsAI>1</NumTurnsToUpgradeDesignsAI>
Thank for pointing out the intrigue issue, just forgot to import new file into the rar, also missed a text file and an xml out will probably do a hot fix.
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