And the human players also need to be 120%, which I do hope gets changed. My multiplayer game today was not happy when we discovered that.
Skigi
I don't like the way the pacts are being handled in this version. It just seems like a lot of work for too little. In almost all of my games I haven't even bothered to research any of them, because it's pretty much a win-more kind of ability. If I'm doing well, I research these, set up a pact, then recieve what I wish I could have recieved earlier. But as they stand they don't seem to work as intended, at least to me.
I've noticed the same thing with ceasefires. Definitely something that needs to be looked at.
The devs said that the envoy ship is not meant to start relations, it's to continue them. You have to get a ceasefire first or the ship isn't worth much. In that sense, the cooldown is fine. And that's probably what they're aiming for, instead of a completely neutral ship that can force alliances.
[quote who="Yarlen" reply="17" id="2469991"]In Sins, all the human (Trader) worlds are independent and have their own forms of government (the neutral worlds). Some of the larger ones control multiple planets, whereas most are solitary. When the Vasari arrived, the Trade Order realized that they had to form a tighter government for mutual defense or face extinction - which is the TEC (Trader Emergency Coalition). By the time of Entrenchment and Diplomacy, the Trader worlds are realizing that
Regarding the Canon of Sins, how out of canon would it be to trade planets with at least your own faction? I'm sure the multiple Advent groups wouldn't mind as much, since they are all one in the Unity. And the Vasari won't be there long anyway, so they shouldn't mind sharing a bit more. It's only slaves, after all. And the TEC trades all the time, this would be no different. I can understand why you don't want to do it, but I don't think it was in the original canon fo
1. Have a % likelihood indicator on pacts and missions - No. 2. Continual Tribute option (% of income, metal or crystal tribute per minute to a faction) - Yes 3. AI working together on harder settings - Yes 4. More distinction between AI personalities - Yes 5. A method of Sabotage on metal, crystal income - Yes 6. A Peacetime bonus (increases credit income and culture spread with faction) - No 7. A Wartime bonus (increases metal, crystal income
[quote who="MasonOfSparta" reply="2" id="2459676"]As of now you'll need to each have an embassy to give/accept these pacts. We'll be changing that very soon.[/quote]I'm sure this is how it's supposed to work, but I had this with a friend and it still gave us the reported problem.
I was part of this game, and we did have everything that seemed to be needed. All I lacked was the counter-espionage stuff. Also, are you supposed to be able to have more than one of those three? We could only propose one of them.
[quote who="Surumon" reply="4" id="2457510"]I think abilities for Embassies aren't implemented yet - I recall reading that they were going to have special abilities after you create them. As to their current immediate benefit, they provide +10% relations with an AI just for dropping one on their planet.[/quote] I hope this is true, because as they stand they're quite pointless. When I built my first embassy, I expected some new options to appear if I selected their planet. Hopef
I've been playing a continuous game for 4 hours, and just recently whenever I make a manual save the game has crashed. The last crash was right after I had loaded the save, and was interacting with XFire when it broke. This is my first report, so what information should I supply?
Personally, I'm fine with how the Pirates act now, it's the name for them that bugs me. If they renamed it to Mercenaries then it would make a lot more sense. Mercenaries would still go after a bounty on a nation, and would want to mass attack just to mess up a system however they wanted.
Yeah, I noticed that when I was playing. My ship just flew in to colonize, I had to tell it to fight each ship individually. Auto Colonize should be a secondary thing, attack should be first.