Just to be clear, yes I traded for those items from the Torians. I just want confirmation those items became mine...and that I can trade for those items even if I didn't have any "tiles" left on my planets. EDIT: Also, I did have the tech for those items. They just beat me to it. But like I said before, after trading for the items, I didn't see the ability to build those trade goods. So again, did I actually receive those items, or is this a bug?
JonSarik
With the new beta, I traded for a couple trade goods with the Torians (hull plating and the speed booster, I think), but they're not showing up in my trade inventory. Nor do I have the option to build those goods. Is this a bug? Do I have the goods and benefiting from them without knowing it, or is this a bug in the beta?
Only effect I know of is population growth of a planet doubles at 100% approval. Not that it matters when you're at the limit. Personally, I like to make sure no one planet is below 70%. No reason, other than I'd like to keep my 'peeps' happy.
Not that I've seen
I wonder if this has been addressed in the new patch just released on the 6th.
Bump. Anyone?
I'm more concerned about the fact that they didn't group the ships into a fleet. Sounds like the AI needs to be tweaked some more.
Can someone clear this up please? Does it make sense to build influence SBs near AI planets even if not within our border or near a colony of ours? Does it work just fine with all modules? Or less effective/useless because it's not boostng your infuence as much as if within or near your border/planets? Thanks!
I have to say I've been guilty of tech trading to get myself up and running...and is key early in the game. However, I think the key is not so much as to prevent or stop tech trading, but to program the AI to realize the value of their techs and to begin trading them with other AIs rather than just wait for the human player to exploit this. The exception would probably be higher end military techs (firepower and defense) but allow the AI to trade quickly any of their lower-end military techs.
Use transports.
This isn't an exploit. We are all aware of this, even in GC1. In effect, you are gassing those colonists into space... Keep in mind, the reason morale is rising is because the population is decreasing which also means less tax-payers. Best way to keep moral at 70% and above is to either not upgrade farms, or build appropriate entertainment centers.
Bump. anyone?
The key is to trade technology often with everyone early in the game. If need be, buy a tech from one of the races and round-robin sell it to all the other AIs. I do this initially so I can continue deficit spending at 100%. Eventually, it gets to the point that I only trade non-military techs to every race for cash. Also helps keep their cash reserves low so they're not overly aggressive, and it helps build warm relations quickly. Or, at least ke
That may be because the AI shut down all your production to pay off the debt. Or is it a case of automatically coming back to -2000 every time you're under it, no matter what?
Sounds like a miffed competitor...
I think I disagree. I mean, you're absolutely correct that certain techs along the tree tend to upgrade fairly quickly, but I've made a conscious decision to wait for specific combinaion of techs before upgrading my ships. It does't makde sense to upgrade every time you've improved a tech, only when the chance allows you to, for example, increase speed, or firepower, defense, or combination thereof. Otherwise, you're right, it would be a waste of mo
There seems to be a bug with this. Try saving and reloading. That should clear up the problem, I believe.
Well, I bit the bullet and cancelled my Amazon order to buy/download from stardock. I'm sure this won't please the retailers.
What?? Are you serious? Do you still have any special editions left??
I placed my order on the 7th of this month. My order says it won't ship until the 27th. I'm curious if everyone from Amazon is in the same boat, or if any are shipped/about to ship? Plus, I want to make sure they haven't run out of the special edition boxes.
Also, doesn't the number of ships in their orbit limit the likelihood of a flip? IIRC if they have alot of ships in orbit (like most minor races tend to do), it makes it all that more difficult to have them flip.
Also, doesn't the number of ships in their orbit limit the likelihood of a flip? IIRC if they have alot of ships in orbit (like most minor races tend to do), it makes it all that more difficult to have them flip.
Excellent!
That's because they understand supply vs. demand. The average gamer probably isn't going to shell out $45 for a game that doesn't have the name recognition cachet of say Doom or Civilization. They charge less to spur more sales, especially among the "hmm, sounds interesting and not a bad price...guess I'll try it" camp.
PJ, I understand, and agree. I don't want to make a big deal out of it - it just irked me to pay an extra $10 for shipping in addition to the price difference. Otherwise, would have gladly paid the $5 premium (even more...but not $15) to purchase direct. But you're right. They cannot upset the retailing channel: they can make or break you.