Agreed--one should be able to flip one's allies. People can see that the allies have it better, they might decide to join the other group instead.
LorenPechtel
In larger universes with plenty of resources it's not hard to maintain 100% morale. My current game I have all my core worlds at 100% and they have been there for a *LONG* time other than during one experiment with taxes that I deemed counter-productive. I own *EVERY* resource in the galaxy, though. The AI is too willing to sell resource starbases. Most of them I bought with dreadnaughts--and we are currently in the overlord era. Also, I send a constructor to *EVERY* resource I find, ev
I've had ships with attack ratings well past 200 from the bonuses of multiple starbases. I don't remember the defense rating but it was through the roof, also. I don't see how it is possible to attack a heavily-held sector other than by bringing in a flock of terror stars with your own combat bonuses. The AI doesn't seem to understand this, though.
I'm in a pretty big game right now. The planets that don't have two maxed starbases in their quadrants are junk compared to the ones that do.
I decided to try something. My trade partner is a minor, the total route length is 36 parsecs. Ok, you get the most income from the route when the freighters are in the sector with the most trade bases. Therefore my idea was to keep them *ALWAYS* in my sector. Ok, their base speed seems to be 1. 36 parsecs, so I built 35 speed boosts so their speed should have been 36. That should have returned them to their starting point, ready to repeat next turn. However, it's throwing them about
Yeah--the game has a faulty serial# validator. I pulled a 1/I screwup and the game took it. Stardock didn't, though.
So starbases without any culture mods can flip a planet? I was experimenting with huge numbers of trade starbases. All trade was with a minor. An AI started attacking, I ringed his sector in trade starbases. It didn't cause a flip but that was the only world of the minor.
The AI doesn't know the real worth of a ship in the current environment. Yeah, I don't get much for defenders in the battleship era but the AI will pay me for a ship that is actually detrimental (upkeep costs). If you have enough power you can really cripple the AI's without attacking them. Find two empires at war--sell both of them some of your older ships. The ships will get blown up fighting each other, you get a nice per-turn income. Sell enough and you drive them wa
Hey--I noticed that with a "military" conquest you get a message about the blood of your enemies. I just won a "military" victory in which I fired one shot--at a space shark.
Build a group of terror stars with max culture upgrades and everything nearby will flip to you. Go wandering through the galaxy and you'll get everything.
My problem is monitor brightness?? It's fine for everything else. I agree that it's not the only case where the game seems too dark, but other programs aren't affected. It's -~7% in red intensity from factory default.
As for my suggestion about a colonize best known planet option--to be realistic such a command would require noting what planets already had colonizers heading for them. Otherwise you get exactly the problem you mentioned.
There's been a lot of good suggestions in here and some I don't like. My comments: This is a strategy game. Strategy, not eye candy! I'll second the notion of starbase build plans and improve-starbase orders for constructors. On the military build queue, two more check boxes. #1 is to auto-build the same item again--no popup. #2 is to give the newly-build unit auto orders (see below for more auto orders). For freighters, an or
Got what looks like a variant on the terror star movement bug. I had a fleet of 6 terror stars and I decided to see what this movement bug was about--I stuck a ranger in there. After loading the game the results were quite strange. Ok, the extra movement showed up as expected. However, there was a lot more: 1) I ordered the entire fleet to move all the way across the map. It did *NOT* behave in anything like a reasonable fashion. a)
Not exactly a bug but it doesn't seem right. Two empires fought a war mostly in my space, although I was not a participant in the war. Finally one of the empires surrendered to me. That was the last of hostilities. The ships simply stayed where they were. The damaged ones weren't recalled for repair. Ancient stuff wasn't scrapped. The war was before the battleship era. The junk was still cluttering up my space when I was sending out terror stars.
I will agree with post #29--I've also got an Radeon 9700 and see no colors for sector ownership.
The serial # routine is buggy anyway! It accepted an invalid serial # when I installed. Stardock caught it, though. Please, make the I clearer!!
This looks like a critical bug if cultural victory is turned on but I haven't tested it yet. What happens if you stay on the sidelines building starbases with culture mods??? I had 4 terror stars in a sector with all cultural mods. One of those status screens popped up saying I had 99% of the total culture. Had cultural victory been turned on... There's a wrap in the calculations, the 5th terror star did not wrap the sector but did wrap the percent of total culture I had
I don't know about hundereds of starbases, but I was just playing around with a basically won game. My objective: To win without firing a shot. I built 6 maxed terror stars (they were originally the starbases that had been built to harvest a resource but provided no other benefit.) I sent them towards the one remaining empire. They were peacefully marching along, all the enemy planets flipped before they even entered the sector. Unfortunately, something went wrong--I was blown out to
I have SEIV. It's interesting but it has some problems. First, the intelligence system is royally messed up, you get a better game if you turn it off entirely. Second, the tactical combat engine is buggy. I've built fleets that would win without loss against anything the AI fielded *IF* I managed the battle directly. However, I would say there was at least a 10% chance of a lockup doing so. Third, the pathfinder AI has a nice problem: If the