ERICWHITE100

ERICWHITE100

Joined Member # 2390274
7 Posts 13 Replies 58 Reputation

First, I don't have time to read all this, so I don't know what has already been said 100 times. There are many things that "could" be improved, but let me go over my top choices. 1. This has been beat to death, but I believe it is critical for many of us to be able to continue to enjoy the game: Add a "No Tech Trading or Selling" option for setting up a game, or at least "no selling tech for cash" option. This is by far my number 1 choi

894 Replies 378,075 Views

Also, your approval rating effects your population growth. 100% is the best, then 70% is the next level. I am not sure the breakdown. I should characterize that. The more population, then more tax revenue, the more invasion forces.

42 Replies 39,412 Views

I finally figured this one out. ... as far as building big ships against the DL, I figured out the hard way that this isn't economical. I haven't quite quantified it yet, but one would think logically that building big ships would be better for one reason: survivability. With many small ships, you may loose one or two, but the equivelent larger ships would take hits, but not be destroyed. Then you repair it, and have it back again. However this

8 Replies 9,516 Views

dude, I beat this fairly easily with the retail version. Since the latest patch, I just can't beat it even on the lowest difficulty level! I can win on painful in a normal game (sometimes). I can get to a point were I can build fairly good ships (24 attach, huge) and they can take down the d lords, but they are just too many, and my economy is stretched when I get there. So, I am close. Today I have tried 4 times, and just can't get there. I thin

8 Replies 9,516 Views

Sell your techs (one at a time) to the AI. You will make a boat load of cash. When you start (and much or all of the game) put the spending slider on 100%. Micro manage your 3 other sliders. Go 100% social until you build several factories. Build lots of colony ships (again, 100% military). Focus hard on social stuff until you see others building their military. Don't forget traders. You should be able to play on painful once you get good at ma

11 Replies 8,121 Views

Ok, now I can beat the thing pretty good on painful. There are several ways to victory, but tech whoring is really the biggest. It is actually pretty sad that you can do this: I set my race abilities to all research usually, but there are several things that work well. I do rearch because of tech whoring. 1. Do pretty much what you said, factories, large social production. 2. colony ships, but I put some back on social aft

9 Replies 6,931 Views

Ok, so I downloaded the new stardock central app. Not a bad idea I suppose. However, it said it updated from 1.0x 0.9 (or something) to 1.0x 1.0 or something. I checked history.txt, and it looks the same as it did on the last patch. So, where are the release notes for the latest patch?

2 Replies 5,104 Views

Yeah, I micromanage the spending slider, pretty much every turn. I just read through the "tech whoring" thread, and it appears that most people sell their techs for cash. I have never actually done this, but instead just trade for other techs. I would imagine this would give me a big boost. The issue with traders is that it basically takes a long time just to build colony ships (early on with 3 factories it still takes like 20 turns) and

9 Replies 6,931 Views

I posted a not-so-detailed request for both planetary control of spending/taxes, and also about taxes based on desired approval rate. So, I agree completely with you!!! I BEG them to do this... PPPLLLLLLEEEEAAASSEEEE!!! Thank you.

13 Replies 8,084 Views

I didn't realize that about the pop rate vs. appr rate, but that makes sense since the AI always seems to out populate me. My typical strategy has been: 1. Buy a colony ship for 3 turns straight, which gets me to the best worlds. 2. Buy a research center the first turn. 3. Buy a manufactuing center the second turn. 4. Keep the last 1k for a buffer. 5. Run with Tech high early, gun for good techs, then trade for the lower

9 Replies 6,931 Views

Hi all, To sum this up, I can win every time on normal difficulty. I have not been able to win yet on challenging. Normal gets boring because I outpace the AI so I is not a challenge. Challenging creaps up on you. You think you are kicking butt, but all of a sudden the AI shows up with a fleet that is 5x more powerful than mine. Game over. SO..... first, what am a doing wrong? I have been playing TBS games since the early days of Civ I, and played all MOO, Civ, and an

9 Replies 6,931 Views

After playing around 100 hours or more, I have not quiet figured out of some of the game algorithms work: 1. The budget: given the spending bar, and the three spending types, I seems to be counter intuitive. I would think that your spending would dictate how much you are spending, period. However, when you adjust the sliders for the three budgets, the actually spending changes dramatically, then you have to reajust your spending bar to balance things. Personally, I don't like this

8 Replies 9,283 Views

Bug: When you reload a game, buy a ship or building, it takes two turns to build it. Bug: When you remove an item from a ship as the first thing you do when upgrading, then click on another item in the item scroll window, the item you just deleted reappears. I have to click on another window or click on the item on the ship (which can be hard to find) to prevent this.

0 Replies 1,479 Views

Japata re: #3 Your hold till next turn button is the space bar, or pass. Your next ship button is the tab key.

5 Replies 4,593 Views

A few ideas that would make the game much better (and a few bug reports): 0. Sentry mode: I would LOVE to have a setting where ships in sentry mode only came out of sentry mode when an enemy unit came in range, not friendly units (allies, civs not at war). This gets annoying. It would also be good to have a "sleep" mode that will not wake at all. I build "sensor ships" with a huge sensor range, and they pretty much wake on sentry every turn. I would use sleep mode for those.

5 Replies 4,593 Views

Yes, that makes sense and I understand. What I don't understand is how a planet with the same pop, quality, and buildings can have such a disparity in approval rating. Also, after that 8% is added, it drops steadily over the next few turns until the approval is back to where it was before. Bottom line is that there is no way to improve morale on these planets short of decreasing taxes, which would be ridiculous considering that the other 9 planets in my game are at 100% moral. It would be id

5 Replies 8,180 Views

I am still seeing the bug where upgraded designs result in new + all old versions being displayed. There is no way to delete these old designs in game. If you build the newest version of the upgraded ship, it still builds the oldest version. There are bugs in the ship building screen where if you select an item then remove it, as soon as you select another item, the first item reappears on the ship. Also, the end of the ship item box contains "artifacts" that are not really on the

5 Replies 8,180 Views

Yes! This is a very irritating bug. I have also seen where if you select the newest version of the two ships (of the same name, one being upgraded), it still builds the oldest one. I believe that I have determined that this doesn't occur if you click cancel when the upgrade window appears after the upgrade is saved over the old version. I am not entirely sure.

4 Replies 2,163 Views

I have finally updated with the patch. Now I get a crash every 20 turns or so. Bummer. I have not made a list of bugs, however of the bugs I did see, none of them have been fixed. Granted, I must disagree with the dude that said it is horribly buggy, since I can actually play the game and enjoy it (well, until this). A couple things: I created and updated a ship type, and supposedly saved over it. Now I have 3 versions of that ship in my build window, but when I go to the shipyard, ther

0 Replies 1,850 Views