If espionage is that big a deal to you, then GC 2 is not appropriate since there is currently only a token amount in the game. (You pay money, you learn more and more about the race - that's pretty much it) However, Dark Avatar should be out reasonably soon and that is supposed to have espionage in it, so maybe wait and see what that's like.
random50
Well, do they ever get second place behind you at least. In my games, the best AI is usually the Drengin or Arcean but most of the others put up a good show every now and then. The Terrans and Thalans, though, always seem to get wiped out early unless I play parent. Is that a common experience or not?
It does look rather cool.
random50 claims the ultimate goal is to maximize *production*. I respectfully disagree. The ultimate goal is to enjoy the game!!! Where's the fun in that?! Oh, err... (random50, anal retentive extraordinaire )
Have you ever tried the same kind of score maximizing strategies you currently use at a lower difficulty level? Or to put it another way, does suicidal actually maximize the score?
Income is based on the square root of the population. To make up for cutting the tax rate in half you would have multiply the population by 4. With the complexity (and non-linearity) of the morale equation, I don't know how to precisely quantify the income difference. Clearly, you won't be able to raise population by anywhere near a factor of four. I'd estimate that halvin
I also agree that it would be very problematic for Metaverse scoring. Maybe make it unavailable for Metaverse games. I guess that's easy for us to say.
Eric, I don't think anyone suggests suicidal and abundant everything is the *hardest* combo, it's just what a lot of people like to play. And yes, I think it might be because it's the path to the highest metaverse scores (don't play Metaverse myself, so maybe others can confirm or deny?) Lots of people say less planets is harder, but I'm really not convinced. 1) The human player can make much better use of speed on their colony ships. 2) The number of colonies the human pla
Where does it all end? With the heart of the game ripped out just to try and slow down the 'uber' players which is a losing cause to start with. I wouldn't be so sure about that. Put an option in to deactivate tech stealing and I think even *most* of the uber players will be struggling now. I like the spirit of the 1.31 changes, and to
I meant attacking before the AI has completed its initial military buildup. Sounds like neither of you are doing that so I was completely wrong assuming that's what most successful strategies at this level use! How are you avoiding war that long? By the way, rare anomalies makes an enormous difference. Think how many extra planets in the colony rush each of those 2500BC anomalies fund...
Yeah, I think Frogboy said the AI is optimized for the medium galaxy. You deserve a medal for playing Gigantic though. I would never have the patience to see the game through to the end. I often don't. Most games have a point where it's blatantly
I forgot to mention - rare anomalies. I use that setting because the AI doesn't seem to make any attempt at all to exploit them beyond simply setting their survey ship to "auto survey".
No tech trading, very slow tech speed, gigantic map with lots of habitable planets (although this last bit probably doesn't matter that much and may be harder at other settings.) Makes for an extremely tough game IMO. The very slow tech speed makes it difficult to really get your war machine going quickly enough to use the "early attack before the AI is ready" type strategies. Also, the practical differences between tech are far more significant at the lower end of the tree which mean
Come on people...so it wasn't the greatest analogy. You all know what he means! And he's right. The calculation of military strength in the game is deeply flawed.
I think economy starbases only work when the planets the trade is coming to/going from is in their range... Not along the route itself. Economy starbases work anywhere for trade bonuses. You'll get the bonus as long as the freighter is in the zone of influence. However, it generally *is* better to build them near the home planet because
So approval doesn't affect the revolting trigger? Actually, it does. A planet will *definitely* not revolt if the outside influence is less than 4.0. Once it *is* bigger, on any particular turn, the higher the approval, the less chance the planet will flip that turn. So try and boost influence to get below the 4.00 and make yo
Essentially the people who liked the old system liked being able to just turn up their taxes to 70% after building a single morale improvement (usually just the entertainment network). It was trivially easy to have gigantic populations and then tax them at insane levels. It was never supposed to be that way. It was just one of the things that happens when a game design
The best picks really depend on your playing style. I think the main difference is do you want to move fast or build slow? Maxing out economics allows your planets the most production and research when fully built up (you can support full spending without needing many economic buildings, and the extra labs and factories on those tiles make up for the "lost" race bonus) It also finances colonizing a fair few more planets in the colony grab on larger maps. The downside is whils
You doNOT need 100% moral, 75% moral gives one a population growth, while producing more taxes to support more building or more military. You don't *need* 100% morale, but going for it on every planet in the early game will in the long run make you more money than lower morale plus higher tax rate...at least it did when I first posted on this th
Interesting to see people choosing luck. I've always found it near useless...the only effect I've ever seen is those lucky ranger ships, which are OK but too slow. I do play on rare anomalies as it's too easy to take advantage of the AI with anything else, but even there, I did a test a while back and didn't notice any real differences between the "quality" of the anomalies with and without luck bonuses. That included modding in a ludicrous x00% racial luck bonus. What am I missing?
Wow, wow, what? You're kidding right? Of course economic resources increase the amount of money you make. Economic *resources* do, economic *starbases* do not. (Well, they can do with trade modules, but it's not a significant increase unless you put loads of work into trade)
I wouldn't bet too much on this. It appears to me that the developers who post are kind of obliged to have some games posted to the MV to show at least the minimum of credibility, but I suspect that it wouldn't be politically correct for any of them to be particularily high up on the rankings. It took a long while for Frogboy to accept anybody co
I don't think this is a good idea: The techs give a morale bonus all by themselves and enable to build the wonders. In fact, I rarely build morale buildings but I research the techs relatively early. ...neither of which I have ever found I needed. I used to start off with 3 entertainment buildings on every planet to get 100% morale in the early
Well if they take out the moral bonus for stock exchange then might as well never build another farm becuase there will be no way to keep your people happy enough and have a balanced budget. 5 old stockmarkets=3 new stockmarkets+2 virtual reality centers. You'll just have to set aside slightly more tiles for stockmarkets, that's all.<br/
There's really only two options here. 1) You are simply misremembering the numbers. Maintenance costs are 2% of ship cost. To wipe out a 200-1000 surplus, you need to build *at least* 10K worth of weapon carrying ships. That is not likely to be 3-5 capital ships! Maintenance costs rise during the game, but not that sharply. Don't forget to decommission your old useless ships. 2) You have unused military production capacity which is being returned to the treasury