Now, your fleets yearly cost is just MV*cost/MV. I just want to point out, Esnoble, that your formula simplifies to just cost as the MV / MV = 1. Secondly, I think everyone is confusing the scale of nano machines. Nano machines are by no means sub atomic, or even sub molecular. They have to
Zippo342
I still don't know. If what Star Pilot said is right, there are things you can do to resist the culture, but historically countries on earth don't defect to another with a greater culture. Look at China, it has always boasted having a very old, very strong culture, but you didn't see Mongolia join them, instead they were always trying to invade. I guess the whole cultural victory seems kinda weak to me. From my point of view, I just can't see how one of my planets leaves my empire because t
I vote for simultaneous turns as well. As for the ship targetting problems that could easily be solved by A) Targetting for movement done by assigning either a space, or a ship (A fleet can split up) B) Zones of control, like in CIV and SMAC, where you would become attacked if you moved into a square around an enemy ship. C) Patrol Options, where you can give a ship orders to intercept any enemy moving into a zone you set for it (maybe you could giv
I like the idea of space colonies, maybe having a maximum of modules allowed to be built on it. Each module able to hold a unit of population, and acts as 1 sector. Different modules act as one game,but in theory could be separate bases acting as a single colony. Maybe they act separately in defense too. (as in they add multiple bases to the fleet in that sector) The drawbacks that could be placed on them as opposed to planets are that natural res
Or 1 tile hotels, 1 tile Goverment Marketting Bureau, and 1 tile Tourist Trap! Come see the caustic deadly storms of Venus. Watch the beauty as lightning strikes all around the shuttle! Watch as buildings and vehicles erode and decay before your eyes!
An extension of Grifman's idea: For ease of use, why not have some method from any build/research/espionage etc screen, have some easy way to link to a related screen to make alterations, then when you exit that one, you return to the one you linked from. That way if you realize you need to go to screen 2 to do B before you do A, you will end up on screen 1 again and are more likely to remember to do A before you hit turn.
Still, it seems that treason in your own influence is allows to run rampant and go unpunished. I think that rebellions should be fought in game terms, i.e. you should be able to involve your millitary in your own affairs, not wait till a planet is defected, and then try to retake it. I mean, what if you cannot raise your influence high enough, or lower your enemies enough, if you have the military might to spare, it shouldn't be a problem. Civil wars have been fought for less in the past. Ma
Me? I like getting a beating. Bring on the pain. Seriously though, in a lot of games where I play against players and lose, I like to consider what I did right, what I did wrong, and how I might win the next time. It's part of the fun for me. As for Multiplayer, I love to play TBS games with my friends, but I also play vs the computer. For me, both would be needed to fully satisfy me. I never played Civ2 till a friend introduced me to Multiplaye
I haven't played yet, so I have a few questions. To risk sounding like a tyrant, what weapons do you have to combat defections in your own planets? Can you impose military policing? Can you use Propaganda? Will declaring war help you in any way? What about a lottery to help stem the rebellion by giving people hope of a better life? Can you execute traitors? Will you be able to form a spy network within your own planets to get a better idea of how
I just had a thought. When you have more models of ships in use, you need to allocate more resources to build parts for maintainance and repairs. Think about it. You live in the age of interchangable parts, and many ships use the same kinds of parts, but if you have a model with an outdated engine, few other ships will have that engine, so engines for this ship are special order. This costs more than if it has the same engine as everyone else as you have to dedicate a set of factories to pro
LOL, Well, truth be told, it might be a little more obvious if it were near (but not on) the path of travel for a ship, as stars would disappear as you move. Also there would be a gradual acceleration to detect too if it is anywhere near the ship's path of travel, so I guess that stumbling over one might not be SO fatal....
Sorry, double post.
One theory on wormholes would tie them to blackholes. Imagine that space is a giant rubber mat, and if you put balls of different masses on that mat, they would distort "space" by bending the mat and attracting other masses. Now, if you had enough mass at a single point, it would distort "space" infinitely. This is called a "Quantum Singularity" a.k.a. a black hole. (This is actually how Einstein once described gravity's effect on space.) Now if you will, what
Has anyone else ever read a choose your own story book when you were young? This discussion reminds me of them. One thing I do remember though is in those books, you couldn't get to the "best" ending all the time by choosing the best options every time. (In otherwords, sometimes you had to get into some bad scrapes in order to come out ahead) Likewise I think that a good branching campaign would have the "best' ending at the end of the complete con
You guys have a lot of good ideas, and I'd like to propose my own to see what you think. What if we had a tech tree that was random, but instead of having prerequisites, we have a research threshold. What I mean is for example, when you research a tech, you gain "points" toward it's supporting tree. Now with new technologies, they may require X amount of points in certain trees to become visible, and then another X amount of points in those trees to become feasable. Imagine for examp
In real life, upgrading and refitting usually happens during peace times. Doing so uses logistics that simply aren't available in a war, as they are needed for directing the war. If you go to war with someone, and in the middle, design a ship/plane/tank to counter a threat, do you recall all of your similar troops to upgrade them to this new design? No, you wouldn't even recall one of them, instead you would build the new design and send it to support the troops already in the field. If your