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IDProjectCategoryLast Update
0001477AI War 1 / ClassicSuggestion - Balance TweaksJan 3, 2011 11:45 am
Reporterorzelek Assigned Tokeith.lamothe  
Status closedResolutionno change required 
Product Version4.037 
Summary0001477: Spire cities spacing
DescriptionPlease reduce required number of jumps between spire cities from 2 to 1.

Building 5 spire cities with 2 jumps required distance is forcing player to get additional large amount of AIP (15 planets is a bare minimum optimal condition - in practice I think you need at least 20+ especially with added condition that each city needs to be surrounded by player planets to work fully). AI counterattacks are already quite severe as penalty for having more of these.
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keith.lamothe

Nov 19, 2010 10:23 am

administrator   ~0003968

Sorry, the requirement to take a lot of territory is very much intended.

If, once we have all of this done (the rest should be in today or tomorrow), and the combination of costs (territory-taking, special attacks, etc) works out to be simply too high, I would nerf the special attacks rather than the amount of territory required.

orzelek

Nov 19, 2010 12:40 pm

reporter   ~0003983

Are anti-spire attacks also AIP dependent?

TheDeadlyShoe

Nov 19, 2010 1:08 pm

reporter   ~0003987

I havent actually explicitly tested it but I was able to expand a spire city enough to build a Cruiser without surroounding it with player planets. All nearby AI worlds were neutered however.

keith.lamothe

Nov 19, 2010 1:44 pm

administrator   ~0003989

You don't have to surround it with player planets but you do have to destroy all neighboring AI command stations, which is what has the AIP cost. If you don't actually claim the planet by building your own command station that's your own choice, but you're missing out on the resources, extra warning of incoming attack, etc.

> "Are anti-spire attacks also AIP dependent?"

No, they neither grow with AIP nor increase AIP. Basically they're based on a totally separate counter that represents the AI's aggression against the refugee Spire, and the fact that you're in the way is your own problem ;)

TheDeadlyShoe

Nov 19, 2010 5:09 pm

reporter   ~0004000

Last edited: Nov 19, 2010 5:18 pm

Well actually. I had just killed the warpgates. The command stations were intact. Bug?>

http://www.deadlyshoe.com/aiwar/Cruisercity.jpg

I'll attach the save to this issue just in case. "Circular".

keith.lamothe

Nov 19, 2010 5:12 pm

administrator   ~0004001

Yea, bug, thanks for letting me know.

TheDeadlyShoe

Nov 19, 2010 5:22 pm

reporter  

Circular 2.sav (553,369 bytes)

Issue History

Date Modified Username Field Change
Nov 19, 2010 3:42 am orzelek New Issue
Nov 19, 2010 10:23 am keith.lamothe Note Added: 0003968
Nov 19, 2010 10:23 am keith.lamothe Status new => resolved
Nov 19, 2010 10:23 am keith.lamothe Resolution open => no change required
Nov 19, 2010 10:23 am keith.lamothe Assigned To => keith.lamothe
Nov 19, 2010 12:40 pm orzelek Note Added: 0003983
Nov 19, 2010 1:08 pm TheDeadlyShoe Note Added: 0003987
Nov 19, 2010 1:44 pm keith.lamothe Note Added: 0003989
Nov 19, 2010 5:09 pm TheDeadlyShoe Note Added: 0004000
Nov 19, 2010 5:12 pm keith.lamothe Note Added: 0004001
Nov 19, 2010 5:18 pm TheDeadlyShoe Note Edited: 0004000
Nov 19, 2010 5:18 pm TheDeadlyShoe Note Edited: 0004000
Nov 19, 2010 5:22 pm TheDeadlyShoe File Added: Circular 2.sav
Jan 3, 2011 11:45 am Chris_McElligottPark Status resolved => closed