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September 18th, 2003, 06:52 AM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
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September 18th, 2003, 02:34 PM
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Colonel
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Re: AI Campaign => For a Challenging AI opponent
Thanks....Will give it a read
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September 18th, 2003, 03:56 PM
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Lieutenant General
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by JLS:
quote: Originally posted by oleg:
I think Religious is very powerfull in non-connected games. Usually you have ~200 turns before contact.
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You can warp out in about 30 turns at Stellar Manipulations 1.
... Oleg, thank you for that Refugees image, it is awesome! Welcome
I prefer Middle-Age galaxies, Cluster type is too artificial too my liking. In MiddleAge map I seldom have a system inside 30 LY radious and earlier reserch of SM II is too costly IMHO.
I prefer to research Computers/Industry and colonization techs before that. Astrography is an important factor here.
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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September 18th, 2003, 04:01 PM
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Re: AI Campaign => For a Challenging AI opponent
Great ! This Veneration stuff is awesome. Gives a lot of material for roleplaying your race
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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September 18th, 2003, 04:49 PM
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Re: AI Campaign => For a Challenging AI opponent
You can warp as early as 2,5 years (including the actual production of the ship), if you only research Ship Construction, Astrophysics and Stellar Manipulation. Obviously, you will be in a LOT of trouble if the system in which you has just opened a warp is inhabited by a Bersecker, Aggressive species. (I tend to research Mines and build a hundred of them on the future warp point, but is that enough to prevent from an early offensive? I mean, in the third or fourth year)
I do like this Veneration tree, the players will know be able to choose between being protected against events (but not having good events), or suffering from these events and having a good event from time to time. I wonder if there will be players that won't build these facilities though. As for the events chances, I would second you on increasing the odds for the High setting. When you pick this setting, you do want events to occur, don't you? (And of course, 90 is supposed to mean almost an event each turn, but all these events should not target a single Empire.)
Additionally, I would like to ask you a few questions JLS as I am playing a No-Warp game of AIC.
* How the reproduction formula is working now? I couldn't find this information anywhere. And what about the Organic facilities increasing reproduction rates? (The Unknown Facility, perhaps Cloning Centers, are "producting" an additionnal million of settlers each turn, but I don't know how are working the others now)
* Can the AI use all the stellar components? I usually feel embarassed when taking advantages of these, when the AI might be not using then.
* Finally, are you supposed to be able to build a Starliner without a Population module? Instead of using this component, you could build a Basic Life Support and a Cargo Bay (to have a cargo space of 1025) which costs almost no organic.
My apologizes if these questions have already been raised. (And it is likely the case)
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September 18th, 2003, 05:11 PM
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Alneyan:
* Finally, are you supposed to be able to build a Starliner without a Population module? Instead of using this component, you could build a Basic Life Support and a Cargo Bay (to have a cargo space of 1025) which costs almost no organic.
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I usually build such starliners for intra-system shipping. Population module allows you to fit supply bay and extend the range to the next system. Granted, it does not mater if you don't mind ships drift with speed 1
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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September 18th, 2003, 05:16 PM
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by oleg:
I usually build such starliners for intra-system shipping. Population module allows you to fit supply bay and extend the range to the next system. Granted, it does not mater if you don't mind ships drift with speed 1
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Well, I suppose supplies are an important factor when the distance is quite far actually (An average Starline has 520 supplies and uses 36 supplies each turn, so you can travel for one year and a half before running out of supplies) I have to admit I have the nasty habit of creating nodes quite close one to the others, so it is usually not a matter for me, at least in the beginning.
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September 18th, 2003, 05:31 PM
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Re: AI Campaign => For a Challenging AI opponent
Another argument is if you always have to spend ornacis on starliners, Organic races will receive very big advantage.
Try to play with supply penalties, it makes game ,hmm, interesting
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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September 18th, 2003, 05:34 PM
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Re: AI Campaign => For a Challenging AI opponent
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September 18th, 2003, 08:48 PM
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Re: AI Campaign => For a Challenging AI opponent
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