Yellow Jester

Yellow Jester

Joined Member # 2406933
0 Posts 0 Replies 382 Reputation

I tried a suicidal game, large galaxy, 9 opponents. Long story short, I was outpaced and out colonized very quickly. My race was +50 social, +30 research, +10 military, technologists. I started by buying the first 3 colony ships and then using the left over money to buy my first factory. I set spending high on social early to build factories fast so I could just build the colony ships instead of buying them. I found some nice worlds I could specialize by sending co

12 Replies 12,815 Views

The problem I see with that is it takes a way a game play/strategy element in hunting/down blocking the other guys' Constructors. Yeah, you have a point there. If you can't destroy the constructors to the base then you have no way of stopping the building of an uber star base. I agree with this... so let's rethink it. How about if

47 Replies 37,079 Views

I take creativity with my research race just because any type of bonus that complements research suits them. To me it seems that it just gives you a chance to unlock techs when you are close to finishing but not quite done. So say you have 3 more turns to research. Once in a while it will finish it before the turns are up. I don't know if that's what it does or not, but it seems so to me. I will have to try a race without creativity and compare. The description leads you to believe you wil

12 Replies 13,596 Views

I agree that building and moving all the constructors is a real pain. I like the idea of stations upgrading themselves but there has to be a price. Maybe make it that to upgrade cost you credits, but make it so the station has to build the upgrade, instant upgrade would be bad. I really like this idea. I also tire of moving contrstuctors aroun

47 Replies 37,079 Views

I agree that building and moving all the constructors is a real pain. I like the idea of stations upgrading themselves but there has to be a price. Maybe make it that to upgrade cost you credits, but make it so the station has to build the upgrade, instant upgrade would be bad. I really like this idea. I also tire of moving contrstuctors aroun

47 Replies 37,079 Views

This is a long post, but I felt it was required to really explain my idea properly and the basis for my solutions. I'd like to know what you guys think and how you would improve it at all. [The Problem] The game more relies on the initial land grab than on the strategies used in conjunction with the varied and interesting abilities of the different races to achieve victory. Why have all these interesting abilities and attributes if in the end, all that really matters is ho

3 Replies 6,082 Views

Hmmm interesting idea. I like the idea of having political borders but I'd tweak your idea to work better. This is how I would modify it: 1. You'd lower the influence effect of influence star bases. 2. There would be no enforced border. Anyone could cross over it, but crossing into another empires territory that you were not allied with would reduce relations. 3. Staying in their zone for too long would lead to their declaring war or threatenin

27 Replies 30,856 Views

I can't figure out how to counter spy. Does the slider work for both offensive and defensive spying or is it just offensive? If it's just offensive, then really you have no defense against enemy spies as it is currently. That's kind of unsettling. One of my planets was at 40% approval for most of the game. No matter what I did It didn't seem to improve the score. I had a morale mine that I added to and that did nothing. I had taxes set to 33% most of the game. I built two happi

15 Replies 12,625 Views

During games I like to gradually increase my star base area of influence outwards. I like to fill in the gaps of where my current ones are. One problem I've noticed with placing star bases is that to find the optimal location for it you have to cycle between your previous star bases to find the areas that aren't covered. The idea I would like to suggest is a button that will show all your current star bases' (of one type) areas of influence simultaneously, and

0 Replies 3,068 Views

I had a cruiser and 3 destroyers that I was trying to merge. Together they would be 13/16 or 14/16 logistics points. I had just merged an identical fleet a few seconds earlier but the second one of identical type ships would not merge. The three destroyers were stacked as a 9 and the the cruiser was a 4 or 5 on its own. I think it merged previously and then came undone after the first move I did with it. The second time I moved it it came apart as a 9 and 4 and would not merge. O

0 Replies 3,442 Views

Originally posted in another thread but I thought I'd post this particular bit here so I can get feedback on this specific issue. Food: This is not part of the game, but I'll explain how the present farm structures could be enhanced to make it part of the game. In turn it will help alleviate this problem of unhindered early over-expansion. Presently, farming only serves to increase the population cap and does not affect the maintenance of keeping your populatio

0 Replies 2,936 Views

I like all your ideas very much. Your ideas got me thinking of how to deal with the problem with what's already in the game and without requiring too much modification. We all are seeing a problem and solution at different angles. Rather than specific calculations I will outline what I think is fundamentally critical in balancing this problem. [The Problem] The game more relies on the initial land grab than on the strategies used in conjunction with the varied and intere

72 Replies 63,883 Views

Wow. Most of the things asked for are already there. Might help to read the Manual and play a complete game or 5 before you jump in. Might want to look at what has already been posted first. Just suggestions mind you. Also please remember that this is GC II. Not some other game that you really wanted it to be. I like to get the ideas ou

22 Replies 13,730 Views

Jester, what I have found out so far is that your ships are saved under the race that you are using. You're right the designs I made without engines and just the bare bones are saved when using the same race again in a new game. Thanks for your insight.

22 Replies 13,730 Views

Thanks astartes I will try a new game and see if they are there. Another idea I had: |Freighter Patrols| I have put ships in enemy trading paths set to auto attack and guard. I can't tell if it's attacking the freighters or not. I usually end up seeing the freighters pass them right by so I do it manually. I can't do that every round, it gets too tedious. I think it would be good to have an option separate from guard, sentry, and auto attack. This op

22 Replies 13,730 Views

I have put ships in enemy trading paths set to auto attack and guard. I can't tell if it's attacking the freighters or not. I usually end up seeing the freighters pass them right by so I do it manually. I can't do that every round, it gets too tedious. I think it would be good to have an option separate from guard, sentry, and auto attack. This option would be blockade and destroy enemy freighter routes. Your ship would stay put in one spot waiting for freighters to pass by lik

2 Replies 4,606 Views

This forum is confusing to navigate and find your posts. None of my posts are showing up in the sub topics I posted to. Brand new posts never show up for me... I don't understand where they are going. Am I the only one with this problem? The only way I'm finding my posts is to go to "view my posts" up at the top. The threads I replied to are hidden somewhere in the forum...

6 Replies 6,701 Views

1. An option to hide obsolete techs. For example, if you have traded for Mass Drivers II and don't want any of the older techs, have the option to hide obsolete techs such as Miniballs I and II. My empire is a research empire, but for an empire that relies on trades for techs, this would become an annoying issue quickly. 2. Show the relative level of the techs being traded for. More information shown about your comparative diplomatic levels. A rating to show how mu

30 Replies 25,919 Views

A repair module for Star bases would be good. This can come with enhanced miniaturization and "repair bots". This module when installed would increase the repair rate of starbase to 15% per turn for example. Later a more advanced module would up it to 25% or something like that. Right now it's kind of ridiculous. I mean you have the repair bot tech, why can't your empire use this tech for starbases? A star base with all these modules is a huge investment and should be able to rep

11 Replies 13,231 Views