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B Culture and Border expansion don't seem like huge priorities at this point and could probably be picked up 2nd.
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# ¿ Feb 11, 2019 14:54 |
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# ¿ Apr 25, 2024 20:35 |
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I'm curious if there's Ritual Sacrifice (eventually) as another alternative means to "consume" captured units.
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# ¿ Feb 22, 2019 19:02 |
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rear end Magus Quest when?
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# ¿ Feb 25, 2019 19:54 |
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EVERYTHING IS AWESOME Industrious and
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# ¿ Mar 8, 2019 16:17 |
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Let's get these outta the way: Pupper, Doggo, Doge, Woofer
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# ¿ Mar 25, 2019 21:16 |
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JosephWongKS posted:I hope this mod allows us to upgrade the dogs to robodogs, cyberdogs and mechadogs as we progress up the tech tree. That reminds me. We need a dog friend named Dogmeat
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# ¿ Apr 12, 2019 23:20 |
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We need to get our rhino mounts to shoot energy rocks like this absolut unit https://www.youtube.com/watch?v=mJ2jhMrHuf4
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# ¿ Apr 18, 2019 20:56 |
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WhitemageofDOOM posted:I would say bears because bears, but rhinos are available now and are bloodthirsty berserkers that don't stop until their army is dead....with splash. No, those are hippos.
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# ¿ Apr 23, 2019 02:56 |
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C All, shall worship the gods of Mesopotamia.
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# ¿ Aug 13, 2019 21:14 |
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1. Birds are jerks. 2. Being a financial black hole for a while will suck, but that's typical with any city take over I think. That said, it's basically access to a bunch of resources that you wouldn't get access to until you could start building new cities. I'd say it's an overall boon, though mostly a wash in the long run. Having extra culture access also gives you flexibility and more options which can be good.
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# ¿ Apr 7, 2020 18:35 |
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Positive: Imperialist Negative: Foreigner idk what either of these do.
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# ¿ Apr 8, 2020 01:14 |
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The great Khan understood the benefits of multiculturalism and diversity in his empire. Teach the Rhinelander the same.
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# ¿ Apr 9, 2020 18:28 |
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AJ_Impy posted:Let's kill Hitler. We'll have plenty of time to kill Hitler.
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# ¿ Apr 9, 2020 21:56 |
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So we're gonna let these Hominids live for now, right?
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# ¿ Apr 11, 2020 16:39 |
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C. Keep reaching out and maybe touching someone, but not too far.
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# ¿ Apr 11, 2020 20:23 |
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One of the big flaws with Civ that's basically perpetual is the snowballing that occurs as a human player. Difficulty mostly gives the AI a leg up at the start along with some other bonuses to them and maluses to the player, but it's basically just a steeper hill to climb before you dominate the AI and when.
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# ¿ Apr 15, 2020 17:39 |
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I don't know what Innovative does, but I pick that.
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# ¿ Apr 17, 2020 21:53 |
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Is that Building Brazil? What?
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# ¿ Apr 20, 2020 01:45 |
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overmind2000 posted:It'll probably get better once you reach space and beyond, the units, techs, and civics are speculative at that point so there can't be nearly as many offensive things as when the game is centered around earth and its history. One would hope but chuds can be futurists and their ideas are replicated there too
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# ¿ Apr 23, 2020 04:01 |
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The Native America minor civ alongside the Iroquois is weird.
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# ¿ Apr 29, 2020 04:56 |
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Years of playing idle games makes me irked to see numbers of more than 5 or 6 digits not truncated in some way for ease of visibility and display.
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# ¿ Apr 29, 2020 17:35 |
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The dirt path from the moon makes me wonder if there was a Space Elevator building/Wonder that was missed or just not built due to lack of usefulness. It seems like it'd fit in this kitchen sink of stuff.
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# ¿ Apr 30, 2020 04:37 |
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Cyberpunk should've been the Punk between Dieselpunk and Biopunk where it's all Internet and digital stuff early (like the others) with bonuses for corporations. After that, punk loses all meaning since "-punk" stuff is often just retro-futuristic. Once you reach the future though, there's no futuristic to really project to with relatively retro technology.
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# ¿ May 2, 2020 22:38 |
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Jossar posted:Funny enough, I think this used to be the case (well, after Atompunk), or at least Cyberpunk was further back on the tree. I have no idea why this got changed. Oh right, I forgot Atompunk was a thing. Yeah it should be Steam->Diesel->Atom->Cyber->Bio (I guess) Biopunk should also be stuff like programmable microbes and computers that use cells instead of chips. Purpose built grown soldiers and so on. But that's a minor quibble compared to everything else.
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# ¿ May 2, 2020 22:47 |
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Mercury has the fewest building requirements, but I'd think it'd probably be the hardest to terraform out of the other Terran planets purely because it oscillates between being on fire and freezing cold as it rotates.
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# ¿ May 6, 2020 21:46 |
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Falcorum posted:It makes no difference at all, other than hearing a very faint "Oww" whenever you hit the earth. All of the non-mongolian humans are effectively the same as animals to the planet. The tilling of soil and the quarrying of earth would be no more distressing than plants expanding their roots or moles digging tunnels. That there aren't alien/space barbarians is slightly meh and also that I guess the science bonus scaling for civs to research already discovered tech isn't higher.
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# ¿ May 7, 2020 16:39 |
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There's the next wall of the map.
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# ¿ May 9, 2020 20:12 |
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Stuff like crime units and espionage needs to get shifted out to the third or fourth Eras. All of this unit stuff seems extra gratuitous as well since there's not even a proper skeleton that goes from one end of the scope to the other. There's a lot os subsystems that want to be included, but the core facets of the game aren't even implemented properly to the very end. The post mentions AI fixes and frankly, that's extremely necessary. Base game AI is not bright and extending the scope of the game long past the original dev intention requires a more finely crafted AI to keep up with such a long game. It can't be too dominating or else it smothers the player in its crib and it can't be too passive or the Player does it instead. Catch-up mechanics usually help mitigate this as it lets the player keep pace as the AI flies ahead with what advantages it starts out with due to difficulty settings and conversely, it lets the AI be at least competitive against each other, but from this play through, they're pretty much worthless. There's a lot of other subsystems that seem to be involved and want to be worked on, but without a firm foundation, it's like putting alloy rims on a car, but all of the tires are flat. It's work for the sake of work and just a bit self-masturbatory. Obviously there's also an issue of design by committee which throws a spanner into the works, but that's generally solved by having a clearly focused target design and a plan for what the end result will look like without deviation or having scope creep festering throughout the project. Basically Project Management 101 stuff. Ostensibly, development should've started by expanding the base game stuff to the Transcendent era and making sure that the AI playing against a typical player can get there or close to it. Probably even before that is just adding the Space layer to the game and making sure that works with the base game and how it interacts with the "Earth" and then moving on with that. That's roughly the core structure of what a mod like this should be. I don't think it ever got there before they started adding other stuff that was secondary to the core goal. Of course, this plan means that the early game would drag very hard as players would have to scrape their way to even getting their first settler, but that's part of the point presumably. Once the core is settled, then filling out the bones of each era to make them interesting can happen. Civics are a funny thing though since, just looking at how they've progressed, they go from slightly linear expand out maybe one or two layers and then contract forever. It's not clear if there's an actual idea of how a given player is supposed to progress through them. If the current behavior is intended, then when they contract again, it should be clearly superior to all of the branches. If it's not, then there's something wrong. You don't need to playtest to understand that. That's fundamental design. The point of playtesting is to check if the numbers and programming actually work when hooked into the rest of the game and to make sure it's "fun" and "meaningful." It's otherwise just masturbation. Ostensibly, Civics should also roughly correlate to an intended era or set of eras as part of design planning and find themselves wholly obsolete, not by a tech forcing it, but because the more advanced Civic is a clearly better choice. Otherwise you get the loving Gold Standard thing basically being kept despite having researched techs that would presumably allow for infinite gold or whatever material the currency is pegged to. And this isn't even getting into the nitty gritty on the actual mechanics and stuff.
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# ¿ May 14, 2020 09:57 |
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# ¿ Apr 25, 2024 20:35 |
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That Science Victory was poorly thought out relative to the techs involved.
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# ¿ May 14, 2020 20:37 |