Scintor

Scintor

Joined Member # 2519676
1 Posts 7 Replies 10,540 Reputation

OK First advice: If you start a game and find yourself in a corner, RESTART THE GAME! If you are next to the wall and do not have some great resources on your homeworld, restart. The mid and late game advantages from being in the middle are just that great. The things to do on the first turn are: Begin researching Planetary Improvements (the best overall improvement tech in the entire game!) Buy you Capitol world a basic factory the first turn. Send your c

49 Replies 53,296 Views

OK First advice: If you start a game and find yourself in a corner, RESTART THE GAME! If you are next to the wall and do not have some great resources on your homeworld, restart. The mid and late game advantages from being in the middle are just that great. The things to do on the first turn are: Begin researching Planetary Improvements (the best overall improvement tech in the entire game!) Buy you Capitol world a basic factory the first turn. Send your

20 Replies 12,556 Views

I had seen this pattern as well where I had major economic changes that i didn't know where it came from. I have also had games where I controlled as many as 8 econ resources. Try sorting buy social turns on the small list(or military). I find this an easier way to spend surpluses. I use this all the time as my games near the end are often running 50,000bc a week surpluses. The only time that I don't spend down my surpluses is when I am saving up to upgrade my fleets ( which sometimes ru

28 Replies 10,870 Views

OK, update I am having a problem, not with Star Democracy, but with the planet flags on the main screen. I noticed early on in the game that the production flags on the planets would blink on and off as I colonised nearby worlds. Now I am having a problem with the red pirate flag not comming on for worlds who have 4+ influence ratio unless I go to the view planet screen for that particular planet.

8 Replies 2,160 Views

OK, update I am having a problem, not with Star Democracy, but with the planet flags on the main screen. I noticed early on in the game that the production flags on the planets would blink on and off as I colonised nearby worlds. Now I am having a problem with the red pirate flag not comming on for worlds who have 4+ influence ratio unless I go to the view planet screen for that particular planet. Some races seem to be worse at this than others.

169 Replies 111,694 Views

Did you modify Star Democracy? When I switched my civ to Star democracy, everyone's planets that were red stopped being red, except the Narns. I don't know if this is a B5 mod or a 1.31 bug, so I have inqueries in both places.

169 Replies 111,694 Views

Yes I noticed that when I researched Star Democracy, which has an influence bonus, all of the worlds that had been red, stopped being red, except for one race(Narns). This includes worlds by loaded influence bases. Now I am using the B5 mod so I will check with them too.

8 Replies 2,160 Views

I went back and did a 1.0 game and half the planets were pq12 or better. The average pq used to be in th 10-11 range but now it is more in the 8-9 range. This makes a huge difference if you get the planetary improvement racial ability. 10% gives you 5-9 no additional tiles, 11-19 1 tile and 21+ gives you 2 tiles. Because they round down, there is a significant difference between pq 9 and pq 10.

19 Replies 7,359 Views

Don't overlook influence conquest. When you take a planet by force, you lower both your and their population to take it. If you flip a planet to your side you get to add his population to your as thus increase both your tax base and your influence by the amount of the enemies population. Done properly this can create a domino effect that is the most efficient way to conquer!

13 Replies 4,154 Views

Were these blipping noises near the beginning of a turn in a large game? I was having a problem like that at turn breaks. It turned out to be ships launching from worlds that were flipping to me. I would simply wait until the blips stopped before hitting any buttons, and I stopped crashing.

10 Replies 2,229 Views

Influence is like real farming (as opposed to farms in the game). You have to set up the right conditions and take the harvest when the fruit is ready. You set up your influence zones with starases and influence tiles on you worlds and wait to see what comes your way. I play gigantic maps with a high influence strategy. I sometimes have as many as 30 or more enemy (and Allied ) worlds with red unhappy markers. Each time one flips, one or more other worlds become unhappy. This leads to wh

6 Replies 3,207 Views

I did a little statistical checking (yes I can be obsessive that way), and as far as I can tell, the chance of any given planet being habitable ranges from about 10% (under Rare) up to roughly 30% (under Abundant). That means that, even under Abundant, there will be "dead" systems, and chances of finding more than three habitable planets in a system is slim. Personally, I

19 Replies 7,359 Views

@Scintor: I haven't changed any of the buildings so your problem with factories probably isn't coming from this mod. Thanks, I reloaded the game and it fixed itself.

169 Replies 111,694 Views

I haven't noticed it. Playing my first 1.31 game and it has approx 470 Habitable planets with plenty of class 20+ and a few class 30+ ( game is scattered, all abundant, and gigantic ) I think that he is talking about after he has added all the PQ upgrades. 14+ becomes 20+. 24+ purple star Gaias become 30+. I once got a 36 like this by committi

19 Replies 7,359 Views

Bug Report! (I hope that this is the right place) First I want to say that I have had a great deal of fun with this mod. Unfortunately, something is going wrong with the advanced factories. The discription is right, they show up on the planetary summary, but thet are not actually added into the production totals. Exploit Also, if you play the custom race, you can get just about anything you want in trade for the hull techs.

169 Replies 111,694 Views

Back when I started with 1.0 if you set it for abundant worlds, every star had five planets with 3-5 of them habitable and there were lots of 15-19 class planets. Now it puts it at stars have 3-5 worlds with 1-2 of them habitable. Anything above pq 12 is rare and I might get 1 star with 5 habitable planets in a gigantic game? Anyone else noticed this? Any chance that we can get truly abundant galaxies again?

19 Replies 7,359 Views

What really steams me is when the AI puts a unique building on an inappropriate world(Manufacturing Capitol on a class 5 planet) or a bonus tile.

14 Replies 9,271 Views

I've noticed the all the victories become possible at about the same time on gigantic maps. By the time your influence is dominant, your tech tree is almost done, and eveyone is afraid of you and will ally with you if you wish, and your fleet is strong to wipe out everyone who is left anyway. My point being that all the victory conditions are nearly interchangeable, and therefore exterranous. I anyone else noticing this? Is it different on smaller maps?

3 Replies 2,736 Views

I've noticed the all the victories except conquest become possible at about the same time on gigantic maps. By the time your influence is dominant, your tech tree is almost done, and eveyone is afraid of you and will ally with you if you wish. My point being that the other victory conditions, beside conquest, are nearly interchangeable, and therefore exterranous.

12 Replies 4,649 Views

The easiest way to get involved in wars is to enable minor races and work to make alliances. If you are strong, you are almost never attacked, but allies will constantly drag you into wars. BTW I love plaing sim-empire games where I almost never get into wars and expand my empire by infulence.

15 Replies 6,851 Views

I tend to run giant games and my answer to the eco slump is quite different. I have a 3 part strategy. First I balance my tax rate so that it is on the highest 9(59,69,79 etc.) that will give me a 75%+ morale rating empire wide. I then adjust my production slider so that I have jut above 0 in taxes every turn. Secondly I set my flagship to auto-survey and have each planet build one scout or survey ship as their first production. As each planet goes over 1 Billion in population I

13 Replies 8,545 Views

I would like to add my two cents worth here as a player who only plays gigantic galaxies. For the largest size galaxies they would become essential as soon as they are introduced. Yes, the AIs would have trouble using them, but the AIs already have no concept of distance as it is. (Watching a war between two AIs who are not adjacent is already amusing.) OK my suggestion: Fifth type of starbase: Transportation. Modules: Engine Bonus Any ship that starts a turn within

47 Replies 24,299 Views