I'm worried about the Yor now. They already usually give me the most problems, along with the Drengin!
random50
There's several descriptions in game that are inaccurate, and what's more have been inaccurate since the game was first released. Isn't it about time these got updated? It's just text files isn't it, so wouldn't it be good programming practice to change the descriptions at the same time you change the details? Three off the top of my head... Government forms don't give production bonuses. The economy bonus is much less than the 25/50/75 described as well. Secret Police Cente
The best source of civilization wide bonus is higher forms of government. Sorry, I'm not patient enough right now to read your whole post, but this bit jumped out at me because it's wrong. The tech screen *reports* various bonuses to both economy and production, but all you *actually* get are 10/20/30% bonuses respectively to economy. For game
You actually can make a lot of money through trade if you trade between high population planets and build lots of economic star bases with trade improvements along the route. This doesn't fully make up for the low tax rate, but it keeps my income in the green while I'm building planetary improvements and starships on more than fifty planets. Int
I like to have my taxes at the 79% cap. And don't forget, 100% morale has double growth, so it's always worth having. The cap is 80%. I shudder to think of all that income you've been wasting!
Nobody's mentioned the defence bonuses from good, probably because they suck so much. It's a nice idea, but poorly implemented. Both evil weapons and good defences are the equivalent of several steps down the tech tree. However, weapons techs are *considerably* more expensive, so those superpowered evil weapons are much more of an advantage. Here's the comparion of how many research points you need to spend to reach an equivalent tech, weapon vs defence in each case Shi
Another funny thing that can happen is with the focus. If you have the production at 100% and put focus on research, you can get more research than if you had research at 100% if you have a large procdution capacity and low research capacity. Lots of creative possibilities. Yep. This is how I compete with the AI on an even footing at higher l
Stardock central only shows me the betas, never the finished versions. You have a "special" version of it then.
I played one game at crippling. I have no idea whether it was better or worse...I beat it easily as I did in 1.2 and before. I have a bad feeling that monstrous leap up to masochistic is still there. Anyone tried it and can report back?
Yep, they add.
In economic terms, it's better to build 1 farm than use that tile for a stockmarket. You should find later on in the game when you have a morale resource and/or researched the morale tree that you can set your taxes at 80% if you like without a morale problem. If you intend to put half a dozen or more stockmarkets down, it's worth going for two farms.
Wrong. And I'm evidently more lucky than you. I have had taken planets without a single loss. The key is to have about +80 soldering and outnumber then massively. And if you bothered playing the campaign, you would see the Dread Lords invade a planet with 20 troops and not lose any at a fairly consistent rate, especially pre-soldiering. I've neve
LOL! I had *no* idea this even existed, or was supposed to. Never play zoomed in.
Wrong. If there are more than 1000 survivors, the ship survives. Are you sure? I've built some pretty hefty transports holding as many as 10B but have never once noticed a ship survive the invasion mission. If I put them in fleets, at least one disappears.
If you want to slow down colonization, surely the simplest thing to do is just cut the starting bank balance?
The AI already 'learns' during teh course of the game from it's own actions, repeating things with good results and avoiding things with bad results. Does it? I hadn't noticed! LOL! Anyway, adaptive AI would be great, but I would imagine one hell of a programming task.
That's why I always obsolete and rebuild. Aside from any that happen to have picked up experience.
I still disagree. 1 advanced farm can be matched by a couple of 2nd tier farms. Two advanced is too many, short of a crazy PQ 50 or something close. So overall you're saving 1 tile on all your money worlds. Also, you're going to have to either mess about making sure you get down your farms early on every other world (before you research the higher ones) or waste additional tiles on morale buildings on every planet. Given you don't actually need many money worlds, and that the 3rd and 4th ti
You have pretty much the right idea. First step: colonize. Second step: stabilize the economy. One thing I'd say about those two steps...remember your economy will grow with your population. It's very easy to desperately build market centers trying to get your economy into the black only to find a bit later on when your population has increased that you have far too much money and not enough infrastructure to spend it on. However, once those two are done the beauty of this game is
Not researching farms is bull. You just need to make sure that you have the correct morale boosts in place. Generally i agree it's good to keep your entertainment level a level higher than the farms, but you generally will want to get advanced farms at some point to keep your population rising. If you don't get good morale resources i can understand stopping at 2 intense f
Edit! Err, sorry...the forum is being insane. I actually posted this reply to an entirely different thread!
Do you know what the "Crippling" computer AI setting even means? It means that a couple of the AI are set to being slightly above "intelligent" with the rest set to being below intelligent. Is this the real Frogboy?! In my game, crippling means *all* the AIs are set to genius. I think you can manually tone a few down and still have
Nope, it follows local morale, not global. I think it's more likely you bodged the test...specifically, you probably forgot that when you reload, the first time you press the turn button the game doesn't actually advance a turn in terms of population growth.
"What" I think. That is, no techs get transferred.
Sneaky Planet/Resource Stealing Now I don't do this a whole lot, but I've noticed it's very easy to ride on the back of a friendly or neutral's war efforts. You can let the AI do all the work taking out enemy starbases and planet defences then nip in with your transports and contructors and steal the prize from under their nose. Two suggestions here - 1. Instead of the current system in which the AI appears to have distinct "wipe out the military" and "invade plan