Azunai_

Azunai_

Joined Member # 4419615
10 Posts 92 Replies 11,540 Reputation

the term "domination" was used for the conquest victory in civ 5 and for a slightly different type of victory in civ 4 (where you were basically declared the winner once you had ~2/3 of the world's area and population). influence is somewhat comparable to that, but not entirey. it doesn't really matter how much population you have, just how many tiles you own. and the required % is higher. i think you need something like 85% of all tiles to win (mabe adjusted for number of players, ga

20 Replies 36,031 Views

sounds like a carbon copy of the old civ 5 gold per turn exploits. they sort of fixed that problem by only allowing gold per turn trades between civs that have a declaration of friendship (or whatever it was called). technically you could still do it, but attacking a friend sort of flagged you as a diplomatic pariah for the rest of the game. also, in civ you could only trade for resources, gold and cities (cities were usually super expensive, unless some crappy village the other civ had just

1 Replies 3,895 Views

remember that you can build approval upgrades on star bases (up to +3 i think - maybe there's more in the age of ascencion, haven't played a lot in the late age yet). and you can upgrade star base range to 7. even without that range upgrade you can usually have 3-4 star bases affecting each of your planets. just build the base economy star base (the initial 10% production boost is far better than any of the subsequent upgrades anyway) and add approval modules as required. also, pick t

23 Replies 93,553 Views

in a sense, the basic factory and similar T1 buildings really start at "level 5" (since they provide a 25% bonus which is the same as a +5 adjacency bonus). as you upgrade them, the better versions are essentially higher levels. a mega factory (third tier mfg building) has 40% bonus, which is essentially the same as "level 8". the manufacturing capital has a whopping 200% bonus, which sort of makes it a "level 40" building. that's how i view the building levels in relation t

12 Replies 46,366 Views

actually i kind of like them for the flavor alone. galaxy feels more alive if there are some lesser powers screwing around but not really competing for victory. gameplay wise, they don't really serve much of a purpose and open some abusive strategies. i guess that's why they are set to "none" in the default settings? they could probably add some features to integrate them more in the game. for example, a mid-late diplo technology that allows you to absorb minors peacfull

5 Replies 11,045 Views

ah ok. so that "twice the fire rate" comment isn't some sort of hidden feature but actually refers to the (slightly) faster cooldown and the upgrade module that doubles the fire rate but reduces the hit chance? well in that case i stand by my former analysis. they are underpowered. i thought the double fire rate was some sort of hidden feature, not the effect of that extra module. imo, modules that are not used in automatic ship designs should NOT be taken into acco

30 Replies 131,812 Views

those projects now don't seem to do a whole lot for specialized worlds. outside of very extreme cases, it doesn't really make a difference if you just set the slider to 100% research and leave the queue emoty or try to squeeze out a tiny bit more by adding the project and moving to 99% with 1% manufacturing. and that's on research/wealth planets with decent manufacturing potential base (i.e. usually 3-4 factories + power plant). on high powered manufacturing worlds t

5 Replies 18,457 Views

hi there! i was wondering why kinetic weapons seem to be so much weaker then the other two types now. i started playing the game in the last ~2 weeks of the beta and if i remember correctly, they used to be more powerful not too long ago. the first time I played the tutorial, the starting frigate you get had (i think) 32 kinetic damage or something. it seems the damage of kinetic weapons was nerfed with one of the latest patches, the ship from the tutorial now only has 8 kinetic &nbsp

30 Replies 131,812 Views

[quote who="SorcererFailure" reply="5" id="3450636"] Quoting Azunai_, reply 3 there are other examples of mega events etc. that completely shake the playing field - like a dreadnought invasion in gal civ half your cities flipping to AI control in one of the Call to Poer civ clones, but all of that stuff feels artificial and is - of course - very "unfair" to the player. if you mean the rebel event in galciv 2

49 Replies 80,900 Views

in my experience, the only games that manage to avoid the endgame boredom/mop up phase are games with very artificial special rules. for example, in Kael' s Fall from Heaven mod for civ 4, there was i game mode where you would have to play a civ to top score, then you'd lose control of that civ and be put in charge of the weakest civ, play them up to top score again and then switch to the now lowest ranking civ once more. that's kind of fun and refreshing for a 4x gamer frustrated

49 Replies 80,900 Views

not really sure about specific calculations but i guess it's tied to the in-game faction score modified by difficulty (probably based on the difficulty level and number opponents, possibly scaled to map size as well) and number of turns it took you to win. so basically everything that increases your faction power score also increases the final score at the end of the game and the trade off for maximizing score is higher base score vs. higher score multiplier (from finishing sooner) <

2 Replies 7,832 Views

I've never seen a 2/3/4 spot at the start of the game. i'd probably pick that one and make it a fortress. 2 grain is enough to get the city to level 3 with some moderate effort (afaik starting grain:food ratio is 25, so it can grow to level 2 automatically without any gardens/grocers/+food techs etc). level 3 is enough for a training fortress - level 4/5 are nice to have, but not required for a perfect training fort (you can still build other forts on high grain tiles later for unrest

30 Replies 46,073 Views

don't think a global ban on tactical buffs would help the AI much. it's a bit ridiculous when you're already steamrolling and the AI champs insist on buffing when half their army is already slain in turn 1, but at that point it doesn't really matter anyway. not wasting a few points of mana and instead do some insigificant damage to your killer stack probably wouldn't turn the battle around.

16 Replies 22,790 Views

don't forget ironeer blood - that's a pretty failsafe bonus (+1 HP per level and 30 free spell resistance) - your sov (automatically sharing the blood) will be weak for tactical spellcasting, but you can still use him as a great defender or warrior and pick his initial spell schools for the strategic spells/buffs. your troops will always be better quality regardless of available resources. Krax blood with their defense tile improvement is also underrated. i always found those

18 Replies 22,576 Views

hmm interesting. i actually don't find iron shortage that crippling. leather armor isn't that bad compared to chain and the hammer/mace weapons don't need iron anyway, so even without any iron you can still build some decent troops and don't really have to rely on suicide militia. shortbows also require no iron, so if you can at least get a decent fortress up and running, you can build a solid combined arms force without iron. lack of higher tier armor can be offset to some ex

12 Replies 12,618 Views

can't really rank death magic since i rarely play empires. my ranking for the other schools: 1. Life - no contest. healing spells are just too good, and shrink is a very potent debuff (possibly the best debuff in the game, except for a heavily water shard buffed slow). sov's call is probably the single best city enchant (IMO) and regeneration is one of the most powerful unit buffs (full heal between seasons) call to arms, crusade and deathward are just icing on the

45 Replies 57,358 Views

constabularies are one of the later upgrades to outposts - you can't directly build them in cities. so to build them, you need the tech for it (i think it's one of the mid/late techs in civilization tree, don't remember which exactly) and an outpost that is linked to the city. it's not undead specific - all factions can have those (that's also a way to boost growth of key cities for all faction, e.g. to get that high food fortress to level 5 ASAP for prison&onyx throne

23 Replies 96,192 Views

resoln trained troops aren't that bad actually. wraith blood adds 20 dodge, the monk robe adds another 10 and you can get another 20 if you pick the 2 dodge traits. if they get hit, they can't absorb lots of damage (which is a problem late in the game vs. an AI that stack the repeatable +hit technology), but against most monsters and early/mid game AI troops ~50 dodge units will take little damage (probably less than full leather armored troops with no dodge). they are definitely toug

41 Replies 164,380 Views

if you can't find decent spots with multiple essences, i'd still build a few conclaves on non essence tiles. most of their research comes from levels and the +% buildings (sage/cloister etc.), so they will be decent research centers even without the extra bonus from the alchemist. they won't generate a whole lot of mana, though. research is important and towns and forts are (almost) useless for research. follow the "rule of thumb" to build conclaves on essence tiles prefer

8 Replies 9,498 Views

don't know what's wrong with monsters moving first? i mean - the player practically moves last anyway, so from the human POV nothing really changes. you could perhaps implement it in an opt-in beta or one of your frogboy special builds and let players try it out. if it doesn't work, you can still go for a more complicated solution.

17 Replies 15,404 Views

as a simple addition to your formula, you should probably reduce/correct the amount of global unrest by 20% since effectively every city can get a belltower and townhall which provide -10% unrest each (and both are easy enough to unlock and build to make them generally available)

29 Replies 74,698 Views

isn't wither one of those spells that have both a strategic and tactical version - i.e. you can cast it on the map or (if a caster with the trait is present) in battles. i think the two versions have different mana cost. IIRC you can toggle the spellbook to show tactical spells, the correct price should be shown for both versions in their respective lists.

6 Replies 5,975 Views

key to using defenders is knowing when to attack and when to defend. when in doubt - always go for defend, i.e. pass turn or use guard on other adjacent frontline units. most of their toughness comes from the two defense while defending traits - combine those two with a shield and you have a guy with 40 or more defense 20 seasons into the game (for reference - that's about the same as the def bonus from a full suit of plate armor + tower shield). that's quite a big deal. most attacks

34 Replies 38,300 Views

70 years are 280 turns AFAIK (each turn is one season, i.e. each year is 4 turns). TBH, most of my games (except the few times i played on epic tech pace) are decided after about half of that time. they may not be finished yet, but the outcome is clear, so it doesn't really matter if i get more cities or what percentage of production my empire loses to unrest.

61 Replies 175,688 Views