I'm not seeing 5 minute turns, and I play on gigantic/abundant, but turns are taking longer than they used to. This is not saying you're not seeing 5 minute turns, or that my hardware is better than yours (looks about even, really). However, much of this can be caused by playstyle. Example of playstyle causing issues like this: I'm the reason sensor range is currently capped at 15. I had a fluke game where right after I finished the Eyes
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Moz, I haven't tried this in GC2, but I've done it a few times in GC1. Create a solid box around the starbase with constructors (combat ships work if you've got enough of them), with two spaces inside the box. The starbase in question in one of the two spaces, your gift ship in the other. The AI usually wouldn't immediately attack, but almost always did within 5 turns or so, since the ship can't go anywhere else. In cases where the starbase was iso
1.0X is stable and production quality. The current Beta is for the changes that 1.1 will bring.
This makes no sense. In space everything weighs the same, nothing. So general physics wouldn't apply like that. An engine would move a huge ship just as quickly as it would move a small ship. I'm not sure what you're saying. If you're saying that the exact same engine would move a small ship at the s
I've always played on gigantic maps with abundant stars, and paid attention to the number of colonies. That change doubled the number of colonies, true, but even before, I'd often find a star system with 3 or 4 habitable planets, it wasn't capped at 2.
Actually I think the original post has a point. If you're upgrading existing worlds it's no big deal. But if, late in game, you have occasion to take over a world with no industrial capacity you've got a problem. Excellent point. In my one 1.1Beta game so far, the changes have slowed colonization to
Nope, employment got removed about a year ago I think. There were still XML entities for employment all over the place, and they got cleaned up and removed at some point, though since the Neutrality Learning Center wasn't in game at that time, they probably missed it, and used a less than up to date template to create the XML for the NLC.
It's forty dollars, who knows what society will be. Depends on exactly what you're asking. While there will be a pay client, there will also be a free client, so one already-announced answer is free. If you're specifically referring to the pay client, then no, we don't know how much it will be.</fon
In my opinion, what happened to MoO3 was simple in retrospect: 1) They set their sights high. Rather than a slightly touched up version of MoO2, they wanted to add totally new features that would add some new twists on gameplay. This in and of itself was not bad. 2) They then canned much of the development team, and the people that wound up in charge didn't understand the direction as well. 3) What was left either got thrown out
No Veblen, they're probably just average players, who can't manhandle the AI. I can't, and I was still in the Metaverse top 20 last time I checked. (haven't submitted a game in two weeks, been busy).
The linked sliders made sense for GC1, because your base produciton and research capacity came from how much of your funded population was assigned to the task, and the factories and labs did % bonuses on top of that. In GC2, the production comes directly from the factories, the research directly from the labs, and population has no effect. As has been pointed out, 1M citizens are as productive in GC2 as 10B citizens, so saying that the lin
But at that point of the game your economy is humming. Your play style. In mine I'm having to make the decision of whether to stop at Enhanced Factories, Manufacturing Centers, or Industrial Sectors before the colonization phase is over. Going as far as Industrial Sectors while you're still colonizi
Frogboy didn't say it couldn't be done, he just said that it was a lot easier. Sorry, but he said that it "only works" if the target only has a couple of planets. You seem to ag
DaviddesJ, I have to disagree. The difference is, in the small map, you just took the race out in one turn. No chance for alliances to trigger, no chance for commerce raiding, no chance for someone to decide that they want to aid your victim. On a larger map, sure, you just cut them in half, and the rest is probably just cleanup, but there's the chance that one of the conditions above could happen and your "short victorious war" can become less shin
What you see now is the human player being able to go all out in one area (say culture) and totally ignoring another (say military). While I'll agree that a cultural victory does take a smaller military, if you've got none, you will get squashed like a bug even before you get to the hard game settings
Not to mention the fact that you can't win a cultural victory if anyone is at war with you. Not a matter of having to fight them off, but the cultural victory is actually disabled whenever you're at war. Funny thing is, in games where the AI does dogpile whoever is about to win, people complain about it. Not that I'm opposed to it, but it shouldn't be done blindly.
The highest level before the AI gets bonuses the player doesn't would be Intelligent, so that's the difficulty.
The problem I've seen with the AI's estimation of how a war is going is that it has nothing to do with win/loss ratios, trends, etc. It's strictly a strength vs strength evaluation. So if they think they've got a military 4 times your size, and you blow away half of it in a single turn without taking loses, it thinks it's still winning because it's military is still 2 times your size.
1) The last patch should have gotten the AI thinking of speed more often. 2) True. Then again, I don't either, since I prefer to upgrade my starbases enough to take care of themselves, garrison the planets, and have interceptor class ships scattered around sniping at anything that does come into my area. 3) The AI currently doesn't have the ability to upgrade its ships, though that should be taken care of later this month, from w
tetleytea, just research fire and pop the native huts to get that other stuff
What pisses me off is when i put a fleet into orbit around the planet it auto disbands the fleet? What my ships can coordinate in space but not space closer to a planet? So now it's even more difficult to stop say a single DL battleship *shutter*. So instead of attacking 3 ships it only attacks one at a time. <br
Hyperion Fleed Defense gives every planet you own an orbital fleet manager. Not true, at least not anymore. It was my favorite wonder when it did that, but the various defense improvements got shuffled around and renamed during the Gamma, so what we now have as the Hyperion defense improvement is th
Basically, it's the same as the Orbital Fleet Manager, except that it allows you to defend with all the ships in orbit, NOT just as many as you can fit in a normal fleet. Basically, what this means is that under normal conditions, when an enemy attacks one of your planets, you defend with one ship at a time. If the enemy has a decent fleet and that one ship isn't awesome, it's going to be toast. With an orbital fleet manager, you ca
AbstractEgo, that's 25%, not +25HP. This would turn 1 HP into 1.25 HP, which would round down to 1HP.
Hmmm.... hadn't thought about appropriate names for influence starbases. "Starbucks" "Wendy's" "McDonalds" "Taco Bell" "Domino's"