I think it should have a result proportional to the population living in the gravwell. Thus it would generate nothing on e.g. electric storms, except if there is a vasari starbase with colonies in it. If it is not too hard, it should also work differently when activated on a gravwell owned by an at-war enemy. It should work proportionately only to the % on un-allied population. Thus, if a gravwell has 40% allegiance, the skill would be 60% effective.
Brazilian_Joe
three words, WHOOHOO!
The thing is, you may have lots of non-military tech, but if a foe with less developed civics has kickass guns and is not interested in talking or reasoning, he has the ability to run over you. It's hard to change that without resorting to civilian techs that indirectly boost the military side. One thing that springs up to my mind is multiplying the number of research structures, having one structure type for each research tree. A 'defense center' could be created specifically
We all know the AI needs to be tweaked, and countless suggestions have been poured in in this and many other threads. One of Darvin'3's points is giving a purpose to backstabbing. I think drawing from the War table game series is one good option. we have to draw 3 mission cards at the beginning of the game.Likewise, in Sins we could have a random set of conditions for a player to achieve its 'personal victory condition'. A start-game option could be configurable to change the
I am eagerly waiting for beta 3, and I hope to see a more fleshed out diplomacy system. Amongst other games, I think the Civilization series has a great model, which can be good inspiration. AI is currently ignoring too much information and acting too simplisticly, I think the devs got the message from countless posts already. The military positive bonus makes it too easy to get high enough relations to be able to make peace with everyone over time. Maybe it does not need to b
And they should be more inclined to hear your friendly pleas if you actively help them out as well.
/me too
I think that a ship black market would be a way for a player with less military tech to keep up against a military powerful foe. Another thing is the idea of a galactic council, which would fit well in the diplomacy theme. Since all races are tired with the war, and want to get along more, the would correspondingly arbitrate a middle-ground where they can talk to understand each other. With the idea of this overseer, a player could invest on his civic tree to quickly attain a
'Military Actions' against a common enemy should also count only if one is attacking an enemy's gravwell, not when defending. Similarly, fights on neutral gravwells would count, but weigh less.
Yeah, true. Direct Military attacks against an empire gravwell should simply negate the 'military actions' bonus, or weight alot (like 10x more) to subtract from it. Ship vs. ship embroils on neutral/not owned gravwells should also count to a lesser extent. Military Actions against an ally should also count negatively.
I think that some of the weapon pacts could add weapon banks on ships which would improve their firepower. A Beam pact would increase the effectiveness of beams, as well as adding bemas to ships which would otherwise not have them.
I have been advocating the option of bargaining as a diplomacy option. Currently, there is no actual negotiation. You just drive up a stat to get something from the opponent. A bargaining table involves putting up an offer which the other side will evaluate to see if its balanced. If the other party is pissed, it will probably push harder to make it balance to his side better. Friendlier empires will settle with a tit-for-tat or even a slight loss if the collective strength impr
[quote] If you make a 4-player alliance, you know it will be broken eventually, and this will mean friends are both easy come and easy go, as they should be in a FFA.[/quote] Its part of the problem. Currently it really looks like the AI is actually a bona-fide ally, not someone who could stab you in the back if it seems worthy, regardless of being in peace already and with several treaties. the 7-vs-1 scenario does not even come up, as I just stated. I was gro
I think that the current diplomacy system still needs to be tweaked. I have started an all-fast game on a huge map against hard AIs (unlocked teams of course). While I had some fights initially, the game quickly evolved to a state where most AIs were happy with me. I picked a single empire to fight, which quickly got 4 AIs to get happy with me as a collateral bonus to my actions. I by basically defending from another one's attacks, I got 2 more to bef
I think that some pacts could be unilateral - I benevolently grant you access to our tech - while others would work bilaterally. All pacts with same-race would work bilaterally, but the racial differentials would be one-way ex.: TEC armor, Advent shields, Vasari phase missiles. To work better, there should be the possibility of bargaining, i.e. asking 'what will you give me if I give you X', or 'What do you want in exchange of Y'? And being able to counter-offer. <p
Yeah, true. Not a bug then, scrap that. I didn't even know that button existed... I vote to scrap it. who would want to let the game do a crappy job of misplacing the structures?
I was playing a game on a huge map against a few hard AIs, and after some time I was unable to place hangars anymore. The game got lost, and when I clicked on the button to build a hangar, it increased the counter on top of the button, indicating a new structure was to be constructed, but it did not allow me to place the structure. the cursor dd not change to 'place structure' anymore. I don't know if it is related to it, but shortly before I had set up a large number of
I think this should happen through the black market. It would give scouts additional use as an indirect source of income: Black Market will pay every 60 seconds (or more) for up-to-date information about each gravwell. A list of buttons (scrollable if needed), one for each gravwell, would be available. The only buttons not grayed out are the buttons of the gravwell the player has recent information about. The first player to sell the info gets the cash, then a 'cooldown' of at least 6
Sins has been a great success for IC, I doubt they would drop the franchise. From the past devs communications, the 'micro' expansions were not costing micro-resources to make, therefore Diplomacy should be the last. From that, I think one of 2 options are possible: They will try their luck on a brand-new franchise, and I would be very curious on what could possibly come out, given the quality of Sins; The devs can be a bit tired of the same theme and may want a breath o
Hmmm, I havent thought about it darvin3 - but wouldn't the same strategy be useable against everyone, thus potentially negating it? Entangled empires can actually encourage diplomacy - unless the game is on the 'highlander' winning rule (there can be only 1). Players (or the AI, if its coded smart enough) can detect the 'entagledness' of mixed gravwells of 2 factions and see it as a potential disadvantage, as there is a stronger possibility of having them fight each other, which in turn would
Sheesh, you guys are taking me too seriously. Comes back from the vacation in Bahamas with my three female assistants, only to find Koiju - Igor in my universal language - the janitor, trying to mop up the mess he has made while I was on my short 3-month holiday. *smashes koiju in the head to a cartoony effect, from which several Whiskeys and Exiles dance around his head* *Puts some bets with my smoking hot assistants (there will be no loser judging from what's b
There should also be an 'armistice' option - not an 'endgame' option, but a 'startgame' one - in which factions are not allowed to wage war at the first X minutes of game. Only neutrals would be targetable.
Disabling/enabling OK, no problem. But selectively just for the envoy, i think it would be exploitable. Just pack some envoys together with your fleet so that the mines are disabled when the envoys goes near, and go through the mnefield to whip the enemy's @ss out. I just think it makes more sense to make the Envoy not to be targetable by ships/structures, but it should still be damaged by mines if he goes headfirst on them. It's less exploitable. Well, that's just my opi
Y'know, there is an almightier being called a moderator, which can instantly freeze all of you in space-time (read: lock the thread) for thread hijacking... But since he is not looking, just keep playing in his backyard, kids...