19 themes/skins available for your browsing pleasure. A variety of looks, 6 AC2 exclusives - Featuring SMACX, Civ6 Firaxis, and two CivII themes.[new Theme Select Box, bottom right sidebar - works for lurkers, too]
0 Members and 2 Guests are viewing this topic.
Have you tried running the Pirates without the Explore setting?
It's good to hear that transports seems to be less now with Build. If you wish, you could try to give the Pirates Build and Conquer (either Peaceful or Erratic), the latter priority may make the AI more expansionistic.
What do the Pirates start with?
Do they already have a pre-defined transport or do they get it later?
For the Morganites, you could potentially move the economic victory condition further up the tech tree to delay it,
or bring back some of his handicaps like Hab Complexes.
And Conquer may also just spawn Transports all over again. Another problem is it's against my intent for the Pirates. They will focus on getting weapons instead of going straight up the Build tree and pursuing Wealth. I will see how they do as a pure Build faction for a few test games.
That's what I'm currently working on. I'm thinking all the way up to Orbital Power Transmitters.
It's not strictly a Morganic problem. I suspect that anyone could buy the victory cheaply, if only they made the right ECONOMY choices. We see the Morganic AI do it because they get a high ECONOMY easily. A human player can probably do it with other factions, which is unacceptable.
- Sea Formers: renamed from [sic] "*Sea Formers", and now available with B2 Industrial Base. For some reason this unit wasn't getting designed until midgame, typically in the late 2200's. Even in vanilla SMAC, the problem exists. In original SMAC the tech for this unit is set to Disable, which implies that something else triggered the design of a Sea Former.