Satan Claws is coming, beware! Have fun, relax, rejoice and then give us teh gaem!1
The_Regicide
Something that says 24 mp gives 24 manufacturing points if your economy is set on 100% expenditure, and all of those 100% are focused on either Social Production or Military Production. On the planets themselves it is possible to further focus development of one type, be it Social, Military or Research Production. This kind of focus is called a bonus. For every mp or tp(manufacturing or technology point) a building provides, you pay 1 BC per turn. For every two bonus tp or mp, be it from focus,
Yep, the actual decision to STOP modding it and start playing is the thoughest one I really love this game. Not just for the game itself, but for such a simple way to mod stuff in it. Sometimes I just fire up notepad++ and stare at the .xmls, wondering what I could do next
Barton 2500+ stock 1GB RAM 433MHz(set down to 333MHz) GeCube Radeon 9550(set up as 9600XT) Works like a charm, I just have to dump memory every few years(hours), depending on map size, action and game time.
There is help. Play some more.
One SHOULD research up the farming tree. One should not build farms on +300 Farming tiles or more than two farms.
Go for tech victory That's what I do when the 5-speed event kicks in on a Large or larger galaxy, and I have less than half of. I just don't have a whole week to play.
In Allied Victory, everyone wins only if everyone is allied to everyone else. If there are 4 civs that hate each other, but love you, you win. If there is just one opposing civ, then it's a draw... I guess.
For the simplest possible proof, I'll just use the end-line weapons techs. A Doom Ray does 22 damage, has Size 10 and SizeMod 4. A Blackhole Gun does 16 damage, has Size 6 and SizeMod 4. A Blackhole Eruptor does 25 damage, has Size 11 and SizeMod 2. SizeMod is a value added to the Size, and is a percentage of the hull starting size. Components with large Size and small SizeMod are more effective on hulls with larger Sizes. If you don't believe me, there are a dozen ways for you to try it
Who exactly is the winner? Let's say you set up a game, you, Korx, Yor, Drengin, Korath. You get XEthics, go evil, and spread the tech around. Who wins?
Look at it from this angle: With a monopoly on speed bonus wonders and hyperwarp technology, you need NO engines on your ships. The AI does not adapt to the event. Yes, the event sucks, much more than the other ones(yes, even more than the Jagged), but it's more bearable... Yeah... Also, it basically negates the Super Isolationist special ability, which is imbalanced by itself. I'd redesign the event so that all ships can only travel at 40% of the engine power, and I'd make Super Isolati
Can you even flip an ally? That doesn't seem to make sense. Yes, you can, and yes, it's a pretty obvious exploit. It's a no risk tactic and a free win, and I'd really like to see the AI react with great hostility towards it. Culture flipping a planet arguably ought to cause an alliance break. You don't stay allied to a power that's financing insurrection and revolu
Neutral gets nothing in that department. They're already powerful enough with free soil upgrades, morale bonus, research centers, higher interest rates for ships etc... The various weapons and defenses behave differently. Much more so than one would think.
As I recall, Missiles are 75k, beams 65-70(can't remember) and rails are low 50k in research cost for the full line. The downside of Missiles is it's forcing your opponent to use PDs. At the end of the PD line you get a certain building with 20% improvement to overall research. Missiles are also only useable on Large and Huge hulls, ineffective on smaller ships. Beams are effective throughout the game, on all hulls, but best used on Mediums. Thanks to shields being a bit weaker than the
I'd revise the system this way: Planetary Total Output, a new term. It defines the persentage of available industry/influence/research based on the population/planet quality. PTO of 100% is attainable if you have 2B people for every 3PQ. A maximum PTO of 120% is attainable, in which the planet gains a 20% bonus to industry/research/influence. The PQ is also applied as a Morale bonus, and if the PTO is 90% or better, an added bonus is applied, equal to PTO - 90. Would make much more sense
Your approach is a bit off. When aiming for Large and Huge vessels, you use Missiles, not the fight weaponry mass drivers. Off type defense bug is big, and makes matching defenses much less important, but it's not MORE powerful than matched defense.
One word that will do wonders to how much you own the AI completely and utterly: Propulsion. I can't stress the importance of propulsion technologies enough. It lets you do everything Harder, Better, Faster, Stronger. Obtaining Warp I while still in Colony Frenzy is a game winner in and of itself. Later on, military ships with speeds in excess of 10 will prove a much more effective means of patroling your space, since you don't need a lot of them to cover a large area. Gone are the days
Don't click on the GNI, click on the right-hand dropdown green planet icons to go to it instantly, right-click on ships to launch them instantly. Use the OK and DONE buttons more
Regardless of planet size, my first order of business are three factories. If the PQ is higher than 10, four factories. Higher than 16, five factories and the Power Plant. Then I proceed to fill the planet up with whatever my empire needs/the planet provides. After the planet is full of buildings, I keep social focus on until all the buildings and tiles are upgraded and used. Then, if it's a non-productive world, I replace the factories with Stock Markets/Research Labs. My Political capitol is a
It's just that the AI is really good with the weapons approach. Or, more accurately, the AI is better at that than the other tactics. Personally, my favorite tactic is research and economy. With good research you can get everything. Summer of 2230, the Drengin had a HUGE fleet of Singularity Driver ships and an even bigger fleet of Super Dominator Corvettes. They declare war on me. I didn't even have Space Weapons. Three dark turns ensue, with numerous losses in constructors, stations and wo
Ah, I have the culprit! The function only works when you edit/create opponents.
I don't know about you, but mine works. Read-only setting comes to mind of the Data\English files, but I don't think it would work that way...
Depends on what I'm playing. I tend to RP stuff. My recent favorites include: Unity Corporation with ships like "Liquidator", "Executive", "Acquisitor", "Entrepreneur", "Manager", "Leverage", and descriptions such as "Highly trained team of professionals equipped to handle hostile takeovers" for "Leverage" invasion ships and that kind of stuff. Galactic Alliance with ships like "GAC Bastion", "GAD Paragon", "GAF Skyshield", "GASc Creator", "GACo Viator" and others, with naming convention
I said Fertility Clinic, not a Food Distribution Center. 100% approval is a given on any of my worlds with below 20B, and that's when both bonuses work
A 100% Econ tile would be overpowered, since the Econ Capitol gives the same type of bonus a Stock Market gives, and that would pretty much kill any semblance of balance. Also, the computer doesn't use the bonus tiles correctly. That's both a blessing and a curse. Can you imagine how much morale issues the AI would have if he built a farm on every single bonus farming tile? They have morale problems already, I really don't want to inflict that upon them too.