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Say facilities are x2, units are x4, and projects are x8. And, of course, VoT doubles all the above numbers. What do you think?
RushingOn topic of requiring x% amount of minerals before being able to rush SP. It makes some sense since it guarantees one can't snipe them in single turn and the faction with better production can win the race. For example this AtT thing would not happen. And there would be a race - 1 turn rush is not a race.
There's Crawler rush thing - but it is for most of the game quite an investment to dump crawlers into SP. I'd ban crawlers from rushing SP just because i find it unfair to AI. But its not too bad, in current implementation player can snipe some important SPs with crawler+energy, but there's enough projects and tech disparity that AI gets lots of them and thats quite nice.
TerraformingI'd say it should be #1 priority to improve AI terraforming - they need to have enough minerals or they are really really bad. Got to teach them to remove fungus and terraform if they don't have PLANET > 0. Even then AI should know that each base needs at least x amount of minerals. For example 5 - 10 - 20 early, mid, late.. thats the way i think about it at least - in general each base needs to have a minimum amount to complete facilities in reasonable time. Then AI needs to know when things get worse to re-terraform terrain.. once fungus pop everywhere i don't see them removing it. Fixing eco-damage would help them a lot, i've seen them doing 60+ eco-damage thats worm-pop every turn until the base is ruined.Mines: if mine would not reduce output of food by 1 it could be decent on rolling tiles for some bases. Civ3 had that.. AI still needs to know not to build mine on every tile ^^. Low altitude Rainy rolling tile could be 3-2-0 or 4-2-0 later.. solar would add just 1 or 2 energy (with economy or mirror).. while on hill tiles one could build solar collectors. You can maybe teach AI to prefer solar collectors on higher altitudes, mines on lower rolling tiles.
Yeah. It's all makes sense. The only thing that rocky tiles do not harvest any nutrients and on top of that mine reduces the nutrient output confuses me. What is the purpose of it? Some historical reason from Civ1? Well now it makes rocky mines pretty pathetic comparing to forest and boreholes. Don't know what to do with it.
On topic of boreholes.. they are in weird place. One thing to note - they are awesome solution for flatland bases with no rocky tiles.. coastal ones especially. Easy quick 6 minerals.. energy doesn't even matter, its just nice. In that sense they compete away for example mineral sea platforms. So if you remove boreholes you will give way more space to forests certainly - otherwises bases can't get minerals. Not sure if its possible to make sea tiles useful for minerals. So here - boreholes are op certainly. Farm/mines combos might be used here if you remove that -1 nutrient.
- Borehole with 0-2-6 yield hm seems quite awful to me honestly ^^. Not sure i would build them.
- Removing boreholes completely would help with eco-damage.
- Another idea is - since they are cool - just moving them to something like tech 10. So lategame one can use them a bit its fun.
Well you can remove the -1 N for mines in alphax.txt. I have for awhile as sea mining platforms were very bad compared to tidal harnesses. Let's see, 1 M and -1 N, or 3 E...not a hard decision. I even gave mining platforms +1M. But I also reduced kelp by 1N. I might go back on this one yet, sea has to be considered for mines I guess is all I'm saying. I've also tried 3-0-2 and 3-2-0 for sea tiles. Right now I have sea at 2-3-0 and 2-0-3 (plus any facilities).
I think boreholes do need to produce M, otherwise M ends up being very scarce. Alternatives could be to boost the M of forests, mines, or fungus.
Looks like opinions are more or less around 1) nerfing borehole and focus it on more of minerals/energy but not both, 2) nerfing energy flow past mid game.Short term plan.Solar collector energy yield limit is 4, including altitude and mirror effects, excluding bonus resources and SE effects. This wont affect tidal harness as its max energy output is 4 already. This will render combining land raising and building mirror fields useless. They still will be useful separately. Preferably mirrors will be cheaper option.Borehole is 0-2-6. This is kinda artificial attempt to balance them instead of completely removing it. This way they are formally not superior to rocky mines and not inferior to farm-solar combo.
Quote from: tnevolin on June 03, 2020, 03:34:00 PMLooks like opinions are more or less around 1) nerfing borehole and focus it on more of minerals/energy but not both, 2) nerfing energy flow past mid game.Short term plan.Solar collector energy yield limit is 4, including altitude and mirror effects, excluding bonus resources and SE effects. This wont affect tidal harness as its max energy output is 4 already. This will render combining land raising and building mirror fields useless. They still will be useful separately. Preferably mirrors will be cheaper option.Borehole is 0-2-6. This is kinda artificial attempt to balance them instead of completely removing it. This way they are formally not superior to rocky mines and not inferior to farm-solar combo.Update.1. Borehole stay nerfed like that.2. No touching collectors/mirrors.3. Moving mineral multiplying facilities a little bit earlier to give players a chance to beef up mineral intake in case they found it insufficient. They are still expensive so no use to build them everywhere. Also there is still ecodamage that strikes back early production centers.