[quote]The baby in the microwave is a result of the failure of multiple things: school system, family system, support systems that we had since the beginning of mankind.[/quote] The good news is that those problems can all be fixed. Assuming she can manage to cry on cue, she'll get off the murder rap. That means she'll be elligible to sue for the wrongful death of her child. I'm sure she'll start with GE, for not putting a warning label on the microwave. But rest assured all those o
kopema2
But then who are you buying the ships FROM? Even your closest ally won't sell you food, but there's some mysterious group out there selling you limitless supplies of top-of-the-line warships and prefab buildings no questions asked? Sorry, but that kind of thing bugs me. This game has a fine engine that could easily create a reasonable facsimile of a space colonization scenario. But it doesn't. Once you've played for a few hours you find it's really a game of utterly abstra
[quote] ...However I more recently favor out researching the AI's by just taking most of the planets in the galaxy.[/quote] Makes sense to me. If all of your enemies are dead, then you'd certainly be smarter than them.
I think part of the problem is that the tiles are new. The production sliders WERE the way that you had to choose between research and technology in the days of yore. However, once you could start to build buildings on planetary tiles, suddenly there were two ways to choose between research and technology. Not only did this end up being redundant, but as you correctly point out, ended up splitting resources TWICE, so that you end up with a 25%/25% split. The only way t
Manufacturing and research - yes. The capitals mulitply the output of all the factories or labs on that planet. Just pick two of your biggest worlds. But the economic capital doesn't multiply the output of banks, it just acts like one big bank. And you can't really stack too much population on one world, so don't even try. The Home Planet or any high high Quality world with at least one farm will do fine for this.
I didn't propose adding a new kind of building for military construction, what I proposed was removing the spending bar entirely, and having those percents in the other bars correspond to how much of that kind of construction you are spending. Basically, the idea is: have each slider BY ITSELF be a gradient of 0% to 100%, regardless of the other sliders. If I set military to 50%, social to 50%, and research to 50%, I should be getting half of my empires capaci
Hold on people! I think you misunderstood me. I didn't mean that you should put the thing in the heart of the enemys teratory. All you do is put it in the middle of the map. It'd be better in a smaller map so you can take full advantage of the extended range. That's the way ya do it. And no I haven't had time to test it out. I hope I solved a few isuse for you. Zman out. I don't see anything magical about the "middle of the map." The prob
Sometimes I will build special Transport (or Colony) ships I rename as "Shuttle" (to keep from accidentally expending them.) I stuff a bunch of engines on them; they cost more, but they're re-usable. Remember, you don't have to dump all the crew on one planet, so go ahead and put extra Transport modules on to increase efficiency and limit micro-management at the same time. I build the cheap, expendable no-engine "assault" Transports (or Colony founders) out on the border planets. <b
If I were going to use a planet as a Transport seed, I would put at least 2 billion people on it to start. I've never really focused on Influence too much. I wonder if it would be possible to ship a huge number of people to a planet or two in the middle of enemy territory, and then start flipping THEIR worlds? If that could work, it seems like it would be devastating. I'm not sure myself, it could easily be wasted if the surrounding influence j
Has anyone actually tried this strategy? How does the AI react to losing a planet in the heart of its empire? Will it vector nearly all its ships there? Will it even drop everything and take ships off the "front line?" Because if they just attack the entrenched planet with the same priority they do all others, I don't see the point of a dedicating a bunch of ships and constructors. It saves a few travel turns with new ships I construct, but I can do pretty much the same thing by ju
Hehe. The trolls post the same mindless tirades dozens - or by now hundreds - of times in a row, and then say "Hey, I'm only minding my own business and trying to communicate with people who are desperately interested in all of my political opinions!" And the funniest thing is that in their tiny little minds YOU are the one who is being rude by asking them to please stop pestering GC2 fans about something completely unrelated to this forum.
Look, if you want to hate George Bush, then just say "I hate George Bush." It's simple but honest, and people will respect you for that. Just quit randomly jabbering about things like "sectarian violence", "conspiracies" and "politics." It doesn't make anyone else seem somehow naughty; it just makes you look sillier than you have to.
Ah, it's all so obvious once it's spelled out in one place like this: if America and England caused all the sectarian violence, then the second we pull out it will end. Iraq will once again unanimously elect a peaceful leader, and the Middle East will go back to the state of peaceful tranquility it always maintained before the evil interlopers messed everything up. The moonbats are proven right, but Bush steals all the credit! The perfect crime.
You can just click on the Planets Button at the bottom of the main screen. The list of planets there also shows an icon for each planet with orbiting ships. Clicking on the entry centers you on the planet in the main screen, and then you can just click the Launch button at the bottom of the screen. I sometimes "park" ships in orbit while I wait for them to recover hitpoints. I almost never leave defensive forces in orbit, but if I did I imagine that finding my repaired front line sh
What i'd like to see is when an AI is at peace it will ferry population from it's larger population worlds eg 5 billion plus to the lower pop worlds eg 800million or less. Why not? The worlds are all so closely connected, it doesn't make a lot of sense that the only commodity that isn't automatically transported between them is people. But y
The capitalist forces of evil are at work in the field of deuterium. Check today's Wired: WWW Link">Link The senator is a motherfrakkin troll. Check his comments on why we must go to the moon. Actually, there's deuterium in seawater -- a LOT of it. The article talks about getting something called "helium-3" from the moon, which
It wasn't deuterium. It was dilithium in Star Trek. Actually, Star Trek warp engines were powered by antimatter, and it was gathered as they traveled. Dilithium crystals were used as a critical part of the fuel control system; the crystals could "burn out" if they were overstressed, but they weren't the source of the power. As for the "
However the other factor you're neglecting is income.... On a larger galaxy I would recommend that you keep your home planets pop to at least 5B. Think of it this way: assume 2.5 billion are left on your Homeworld no matter what. Now consider two alternatives, all else being equal, for what is done with the other 2.5 billion people. If le
I'm trying to come up with a rule of thumb for how low I should let planet populations get when I'm trying to seed new colonies. Please let me know if these assumptions are correct: 1. As I understand it, with the latest update, the population growth rate hits its maximum when the planet holds 2.5 billion people. 2. The unmodified maximum growth rate at that point and beyond would then be 75 million per turn? 3. Then this maximum base growth rate would be
I had heard that Guard had problems with attacking other race's ships that had a bad relationship with you but were not yet at war. So I attempted Sentry more, but I could have sworn I'd tried Guard too. I'll give it another try. Personally I'd settle for a "Last" command to take that ship out of the Find cycle until all the other ships have been gone through, or a "Wait" command to take the ship out of the cycle for a few turns (say five or so.) Other turn-based games have those fea
When I click Guard or Sentry for a ship or fleet, I can't tell that anything happens. I see that the appropriate boxes are checked in the Ship Details screen, but when I click the Find button, it keeps cycling back to the ship that has Guard or Sentry checked. It doesn't let me just forget about those ships, or at least put them at the end of the turn cycle. Is it supposed to work this way, or am I missing something?
Of course since the kind of ship described doesn’t actually carry anything, the name “Carrier” doesn’t seem quite right. But a "Support Ship" sounds like something that would extend the Range of its fleet beyond what the individual ships could do. Maybe a better name for this concept would be "Command Ship." Nothing with a huge new Module could be able to move or fight very well at all. So maybe a Command Module could fit on a cargo hull. As long as a Command Ship had escorts, onl
I'm in a campaign now where I have way too few people. I've started making "light transports" with one module and "heavy transports" with two modules. I mix both types together at the battle front. I use the smaller transports pretty often to take out smaller planets (or to do the trick where you use a tidal wave but you want to make sure and not win!) And the heavy transports are nice when you need a bigger punch. In a pinch you could always just double up the smaller on
100% obviously allows for a faster start, though it saps the treasury rather quickly until one's economy has matured. This can take quite a long time, though, especially if one ends up taking alot of planets. Having half a dozen planets, I quickly found myself having to drop the industry slider back down, sometimes very low. In my last attempt with this strategy, I ended u
I don't even bother with a factory on planets like that. I just set the focus to Research - because hey you get points right off the bat from the colony - and I plop a lab down in every square. Then (and this is the important part) I completely forget about it.