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GC: Altarian Prophecy Beta 4 (1.49J)
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I have realized that the main reason i don't see a problem in the higher cost of cultural starbases is probably, because i allways chase (and trade for) all the influence ressources i can get my hands on (on huge 3-5). Maxing this ressources out normally gives ne a cultural boost, that makes me 2-3 times stronger (in influence) than the AI's.
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#53
by Citizen Paguma - 3/17/2004 9:02:48 AM
| #49 by Veteran Star Pilot |
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Sorry, I don't know what to say. My findings are very different than what you describe. Maybe it's because you're playing at Normal, and I'm playing at Masochistic?
| And half the Military upgrades cost money. All Battle Stations cost 100, Protective Shields cost 100, and half the remain attack enhancers (Dread drones cost 200, but Micro Fighters is still free, for example). |
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So half the military ones cost money, half the culture ones cost money, none of the economic or defensive ones do... Ah, nice and consistent.
| I find it strange that about half of the attack improvements and just under half of Culture modules cost money. It seems to me that if half costs, then the other half should as well. Otherwise, why bother? |
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I agree compeltely. Also from a UI perspective it's just annoying. I think we're paying enough for constructors and starbases modules shouldn't cost anything. Otherwise, just make constructors cost more, that's easier from a UI perspective.
| The biggest change I've found by far is that with the inclusion of two new Majors, the speed at which Battleship and Dreadnaught techs are researched has speeded up greatly. |
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That might be true, but doesn't affect me since I never war early in the game. I don't think I've ever faught in the era of Battleships. Dreadnaughts at the earliest, and usually not until Overlords.
| However, this effect is actually beneficial to the Human. As the AI will trade you Battleship technology easily and cheaply on its own, and will do the same for Dreadnaughts. |
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My favorite is when they refuse a trade for 8 techs for one military tech, and then a few turns later offer me the military one for a single tech, usually something minor like "Brain Wave Mapping". Oops, just noticed you said the same thing, using "Drones" as your example. 
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Paguma, I was thinking it may be because you are playing Maso that you find Culture/Influence to be so much weaker. The AI does get bonuses on Maso, and I thought one of them was effectively Cultural resist? I don't play Maso and I don't recall what all the bonuses the AI gets at that level.
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#55
by Citizen Paguma - 3/20/2004 10:48:17 AM
Do I ever have a perfect example of how these changes just don't work.
In my current game I have the ideal situation you might want to do a cultural attack. My home sector has 5 planets in 4 systems. There are 3 planets from other races in adjacent sectors. This seems like the ideal time to boost my culture to absorb the aliens on my doorstep. This would be be a perfect example of a non-cheesy use of a cultural attack right? Get a load of this!
T1 | T2 | 0
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E2 | E1 | 0
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0 | 0 | D1
E1 is my home sector. I have 4 systems with the following influences: 59,22,20,19. These include my politcal capital and the planets that I built 2 cultural wonders on. Also, the 9 fully culturally maxed out starbases with +343% culture each.
Sector Influence:
CSF: 53548
Torian: 835
E2 is another habitable system for me, it's influence is: 28
Sector Influence:
- CSF 7390
- Torian 835
T1, the Torians have 2 planets here, one of which they stole from me culturally early in the game. Which is really frustrating since I can't take it back with far superior circumstances. The planet influences: 26, 7
Sector Influennce:
CSF - 7096
Torian - 1607
T2 has another Torian planet, influence 35
Sector Influence:
CSF - 7096
Torian - 1552
D1 is a Drath planet, a much weaker race than the Torians, and I can't even cause a revolt on it! Planet influence: 34
Sector Influence:
CSF - 7096
Drath - 1000
None of the planets are revolting.
Sorry but if I can't do a cultural attack in the above circumstances, with as much invested into the attack as I have, it's clearly just not working, at least at Masochistic.
Again, I have the save game if anybody at Stardock wants to see it.
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Hmmm...
I just finished a "maso" game in which I flipped a number of systems. The key "seemed" to be having culture SBs and/or planets in at least 5 of the 8 surrounding sectors plus significant advantage in universal influence. Localizing influence in one sector is less effective than spreading it over several adjacent sectors.
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| it's clearly just not working, at least at Masochistic. |
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At Maso the AI does get a boost to Loyalty (something around +60%, I think) that makes cultural domination slower.
At Normal difficulty, a three hundred point difference in influence is more than enough to start defections, it just takes some time.
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Just a brief thought - given the games 'E' rating, is it appropriate to describe the Korx as 'evil bastards'?
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Paguma, do you know which government type the other rathes have?
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