The independence decree (was that what I used? one building to get rid of the outpost) was built and finished, and the outpost marked as unowned, very many turns before DrKosy got there.
Search found 5715 matches
- Tue Feb 13, 2024 11:11 am
- Forum: General Discussion
- Topic: Twenty-sixth game on the multiplayer slow game server
- Replies: 322
- Views: 187729
Re: Twenty-sixth game on the multiplayer slow game server
- Mon Feb 12, 2024 6:53 pm
- Forum: Other Game Design
- Topic: Infrastructure
- Replies: 15
- Views: 364
Re: Infrastructure
No idea about what's the reading, I was just mocking LR because we love each other.
I'll let Wobbly explain about the suggestion.
I'll let Wobbly explain about the suggestion.
- Mon Feb 12, 2024 3:48 pm
- Forum: Other Game Design
- Topic: Infrastructure
- Replies: 15
- Views: 364
- Sun Feb 11, 2024 6:59 pm
- Forum: Other Game Design
- Topic: Influence mechanics brainstorming
- Replies: 66
- Views: 5109
Re: Influence mechanics brainstorming
Just a thought: Maybe an approach where there is a cap on the max IP costs for a colony could work? The fundamental problem is (if I understand correctly), that at a certain point the IP costs for a colony becomes so high that balancing them against other things breaks down, the extreme case being ...
- Sun Feb 11, 2024 9:57 am
- Forum: Other Game Design
- Topic: Influence mechanics brainstorming
- Replies: 66
- Views: 5109
Re: Influence mechanics brainstorming
And I am against it because it means that playing on a big Galaxy will be the same than playing on a smaller one, instead of producing different challenges. Incorrect, as I already told you several times in the past years: There are parameters for that. You could have a small galaxy that is impossi...
- Sun Feb 11, 2024 8:58 am
- Forum: Other Game Design
- Topic: Infrastructure
- Replies: 15
- Views: 364
- Sun Feb 11, 2024 8:54 am
- Forum: Other Game Design
- Topic: Influence mechanics brainstorming
- Replies: 66
- Views: 5109
Re: Influence mechanics brainstorming
I'm quite sure a good solution would be to change the IP cost to take into account universe size, like in previous proposals by me. Vezzra and Geoff think that is a bad idea, because players will always expect the IP cost for N colonies to be the same between games regardless of galaxy size, instead...
- Sat Feb 10, 2024 10:02 am
- Forum: Play-Testing Feedback
- Topic: Centralisation Policy Mechanics Review
- Replies: 19
- Views: 886
Re: Centralisation Policy Mechanics Review
Any preferences between "drop stability requirement" and "stability based bonus, minimum 12 and maximum 20" My preferences in order: 1. Minimum stability 10, maximum effect at stability 30 (so 50% of the max effect at stability 20). 2. Minimum 12 and maximum 20 3. Drop stability...
- Sat Feb 10, 2024 9:59 am
- Forum: Other Game Design
- Topic: Species balancing
- Replies: 81
- Views: 8738
- Mon Feb 05, 2024 5:40 pm
- Forum: Play-Testing Feedback
- Topic: My feedback
- Replies: 12
- Views: 947
Re: My feedback
In MOO2 I tried many strategies. DemoLit and UniTol were OP, and both of them ended up with me getting full tech tree and refinements before end game. Telepathic blitzkrieg was also OP. The more fun/rage for me was with variants of DemoCre, like https://strategywiki.org/wiki/Master_of_Orion_II:_Batt...
- Sun Feb 04, 2024 12:25 pm
- Forum: Play-Testing Feedback
- Topic: Augmentation/Black Markets/Isolation Review
- Replies: 22
- Views: 1021
Re: Augmentation/Black Markets/Isolation Review
Obligatory whining that you're nerfing all I use :mrgreen: You are like the truffle hunting pig. Wobbly just needs to follow you to see what's OP. Regarding Augmentation and the growth based on Infrastructure, maybe make it a bonus to growth, something that adds to default growth rate, so that with...
- Sat Feb 03, 2024 10:09 pm
- Forum: General Discussion
- Topic: Twenty-seventh game on the multiplayer slow game server
- Replies: 45
- Views: 1488
Re: Twenty-seventh game on the multiplayer slow game server
I'm OK with shadow diplomacy. I'll try to do it right without consuming lots of time, which means assuming LR as permanent enemy from start and let our cannons do the negotiations
- Sat Feb 03, 2024 10:05 am
- Forum: General Discussion
- Topic: Twenty-seventh game on the multiplayer slow game server
- Replies: 45
- Views: 1488
Re: Twenty-seventh game on the multiplayer slow game server
If we end up 4 (o01eg, LR, Oberlus, me?), I'd like to play 4 arm spiral galaxy. If we happen 6 people, then 6 armed. Otherwise, ring. Good for me. BTW, do we have a 6-arm spiral galaxy map? Also, keep in mind it's quite easy that one of the four players spawns at the central cluster or spiral galax...
- Thu Feb 01, 2024 9:20 pm
- Forum: Play-Testing Feedback
- Topic: Augmentation/Black Markets/Isolation Review
- Replies: 22
- Views: 1021
Re: Augmentation/Black Markets/Isolation Review
Maybe the phototrophic bonus/malus could come after the policy effect.
Policy would do something like Value = max(Value, planet.size) and then the phototrophic effect kicks.
Edit: I mean first the growth tech bonuses, then the policy, then the species trait effects
Policy would do something like Value = max(Value, planet.size) and then the phototrophic effect kicks.
Edit: I mean first the growth tech bonuses, then the policy, then the species trait effects
- Thu Feb 01, 2024 5:24 pm
- Forum: Scripting & Balancing
- Topic: Industrial Centres and Stability
- Replies: 3
- Views: 410
Re: Industrial Centres and Stability
I would do this for most effects gated by stability. Minimum stability for the effect to kick in should be 0 or 5 by default (or the baseline stability value). I would use higher minimum values only for policies with effects not compatible with the scaling or policies strong enough and with a fluff ...