19 themes/skins available for your browsing pleasure. A variety of looks, 6 AC2 exclusives - Featuring SMACX, Civ6 Firaxis, and two CivII themes.[new Theme Select Box, bottom right sidebar - works for lurkers, too]
0 Members and 1 Guest are viewing this topic.
Quote from: Alpha Centauri Bear on August 12, 2020, 04:31:16 pmQuote from: Nevill on August 12, 2020, 04:28:46 pmQuoteI have a wild idea. What if we pursue the idea of free citizens traveling across the empire at any time? Not necessarily at the base creation time. For example, let disgruntles citizen those otherwise turn into drones travel to better places in other bases those have excess of happiness and where extra citizen does not become a drone yet?It would be inventing a mechanic for the sake of a single project which only a single faction would be able to build.Plus it runs into the problem of the contribution mechanics in that a base should be a self-contained, independent entity. All effects should be evident from looking at the Psych tab and should not depend on situations in other bases.Yeah. I feel the same already. Too complicated. 🤔I guess, we'll go with your average base size approach for now.A very intriguing idea, if you mean a mechanic that lets the player manually redistribute his citizens across his bases. You've reached your population cap? Send excess citizens to smaller bases. Nutrient failure? Evacuate half the base. Captured enemy territory? Move the inhabitants back to your own empire.In scenario editor, you can manipulate population with - or +. Imagine, after you build PTS, you select a base window and press either - or + (doesn't matter which.) Another window opens, showing all of your bases and a field to enter a number. If you enter the number 3 and select Gaia's Landing, 3 citizens will be sent from whatever base you were looking at to Gaia's Landing.Might add a check to keep this from breaking population caps. Might not.AI would have a hard time handling this. Perhaps it could have a different effect for them, closer to what Nevill has in mind.
Quote from: Nevill on August 12, 2020, 04:28:46 pmQuoteI have a wild idea. What if we pursue the idea of free citizens traveling across the empire at any time? Not necessarily at the base creation time. For example, let disgruntles citizen those otherwise turn into drones travel to better places in other bases those have excess of happiness and where extra citizen does not become a drone yet?It would be inventing a mechanic for the sake of a single project which only a single faction would be able to build.Plus it runs into the problem of the contribution mechanics in that a base should be a self-contained, independent entity. All effects should be evident from looking at the Psych tab and should not depend on situations in other bases.Yeah. I feel the same already. Too complicated. 🤔I guess, we'll go with your average base size approach for now.
QuoteI have a wild idea. What if we pursue the idea of free citizens traveling across the empire at any time? Not necessarily at the base creation time. For example, let disgruntles citizen those otherwise turn into drones travel to better places in other bases those have excess of happiness and where extra citizen does not become a drone yet?It would be inventing a mechanic for the sake of a single project which only a single faction would be able to build.Plus it runs into the problem of the contribution mechanics in that a base should be a self-contained, independent entity. All effects should be evident from looking at the Psych tab and should not depend on situations in other bases.
I have a wild idea. What if we pursue the idea of free citizens traveling across the empire at any time? Not necessarily at the base creation time. For example, let disgruntles citizen those otherwise turn into drones travel to better places in other bases those have excess of happiness and where extra citizen does not become a drone yet?
Oh huh, that was you who wrote that? I quite enjoyed it the first time round. I even tried using the suggested changes themselves, although they didn't really gel with me at the time.
Might be good to include the before and after SE configuration lines, so we can see how the numbers correspond to the changes, if you aren't already doing that.
AI likes to build land formers in sea bases. You having the same issue or did I somehow cause it by tinkering with the txt?
Sent locusts to bomb Lal's boreholes. He never attacks my locusts with his ground units but when the AI sends locusts to attack me, I can attack them with my ground units.
Actually, when we are on the topic you, guys, may help me with this a bit. I found that most important SE effects can be reduced to either mineral intake or energy intake. I do not worry about PROBE or non combat PLANET benefits. Their weights can be adjusted by eyeballing and playing experience.The conversion between energy and minerals - that is what still bothering me. Even though it seems that I have established energy reserves to minerals conversion ratio it doesn't correctly describe relation between RESEARCH and INDUSTRY. With time I hardened my view on this that all major effects can be reduced to either RESEARCH and INDUSTRY (or combination of them). However it is quite difficult to devise clear relation between these two. I don't mean a direct ratio like 1 RESEARCH = 0.5 INDUSTRY. As you can see in the article, all my formulas include a lot of other factors. And that is completely fine. Effect values varies greatly with various factors. The purpose of this exercise is to understand how the relation between different effects vary based on these other parameters.So the big question here is what do you think relation between RESEARCH and INDUSTRY? Feel free to throw different ideas.
Reworked my SE weights article. Made it more concise and to the point. Also added some contemporary WTP examples.The formulas and numbers I came up with are disputable but I found them a good first iteration estimate to evaluate OP/UP SE models.http://alphacentauri2.info/wiki/Social_Engineering_Mod
Apparently, Fundamentalist is a complete waste of a SE slot, which is also corresponds to community opinion.
Power seems to be under-powered as well especially later in the game when SUPPORT value deteriorates.
I find that in practice Industry > Research and its heavily skewed. Research is important up to a point, you have to get those key techs.. for example resource unlock, advanced terraforming, probe teams for example. But once you get that many techs are actually not important and unit/facilities spam takes over to win. You can research a lot but not have industry to build those expensive units and get overrun by military industrious AIs like Hive.Another huge thing is Probe teams - AI builds tons of them, so does the player - and tons of techs get stolen. So factions with weaker research have excellent catch up mechanism. There's no good industry catch up mechanism. One observation is that industry AIs are doing excellent (Hive, Drones) while research ones like University tend to get first to die. There are other factors, but in general it seems to work this way. One can argue that Zakharov does not die due to Research bonus.. but look at it this way - his bonus is not good enough to make up for his weaknesses. Meanwhile industry AIs are usually able to get enough techs and spam tons of secret projects, units and facilities to overpower other factions. Santiago for example tends to perform badly crippled by -Industry. Miriam with -Research is often very strong AI.
I would not underestimate Probe and Planet rating they matter a lot especially for AI. Player can ignore these and with good play play around the minuses, but AI gets ruined. Worms often ruin -planet factions and Probe teams are significant investment. Its not just random worms around - which can deal huge damage in right circumstances - but also later fungus blooms and worm spawns which ruin terrain and then kill defenders and base facilities.Having high probe rating really helps and negative is really really bad. One of the reasons why University is so pathetic in the mod is due to AI probe team spam.. Uni is just easy to subvert and steal tech from.
GrowthI think you had 2.0 rating all the way in prior article ? Not sure, its now rated 2.0 1.4 0.7 over time.. i guess in general that's good, but it bugged me earlier. I would emphasize that ratings could be judged differently for player and AI. So what's the deal.For one, AI can grow much more than player on Transcend (drones issues).. so player does not need to rate growth highly for long period of game. Its actully a bit binary for the player if optimized.. Secure room for the growth (for example build Holo Theaters everywhere.. grow quickly.. turn back SE to something else).
QuoteApparently, Fundamentalist is a complete waste of a SE slot, which is also corresponds to community opinion.- In general, but its great for early rush/war as temporary pick. Can be game decider.
QuotePower seems to be under-powered as well especially later in the game when SUPPORT value deteriorates.Not sure if you changed it again after you buffed it with change to -1 Industry (from -2), but I remember it was quite good at that point. Having very high morale units is no joke, its really important in WTP. So once you have strong economy and are ready for war Power is excellent pick up.