After a few weeks of owning and playing the game, I finally noticed that I can hit the 't' key to bring up a list of my current rally points when I have a fleet or a ship selected. Useful if you want to tell a number of fleets to proceed to a specific location when they are scattered all over the map. I also recently figured out that you can double up a trade route, and send multiple ships to the same planet. Very useful if your favored tr
Lord Zardoz
Every time I read a complaint about how someone is angry that the Ai will surrender to a 3rd party, I am amused. I have had the AI surrender to me, and I have had the AI surrender to a 3rd party. I think that its a good thing that the AI will surrender to 3rd parties. The AI has no reason to accomodate the desires of the party that is attacking them. And I like the whole scorched earth philosophy that it promotes. If you want to avoid ha
I would love to see someone create a mod for a building that can be created by an Evil Civ that converts excess population into a morale bonus, because Soylent Green is Tasty. So if a planet can support upto X population at 100% morale, then the population is capped at that level. END COMMUNICATION
I have noticed that when I play a given race more then once, I end up having all the designs I created previously. Now, given the powerful appeal of the ship designer, it only makes sense that users have access to previous designs they may have spent hours tweaking. But I tend to find myself getting more annoyed then not. I dont hold to any sort of consistent tech research pattern, and I dont really bother tweaking ship appearance until fr
If you really want to get towards the larger ships, you should play with higher difficulty settings and on larger maps. Having said that, I have found that you can get a huge boost to your tech research rate if your willing to put the effort into setting up a planet as a research heavy monster. You either want a planet with a large number of tiles, or a planet with a large number of good tech bonus tiles. My best research planet
I had initially mentioned these ideas in a different thread, but I happen to like my ideas enough that I may as well also put them up where they may do some good. I woudl like to see a few additional diplomacy features in this game. Some may be trivial to implement, some probably arent, due to the AI implications. I would like to have some diplomatic penalties beyond being fully allied. I would like to see Non Aggression pacts,
I currently have two ideas / suggestions for the game with respect to fight movements. First, I have noticed that while having better / more engines is great for moving yoru ships around, if you have lot of ships late game that are moving, (such has have 30 plus constructor type ships move to a distant rally point), it can take forever for the remainder of your turn to process, since each of the players ships is moved individually once space
I would like to see a few more diplomatic treaty options myself. I would like to see something like the above. I would like to see some level of cost associated with kicking off a war of aggression. In my own opinion, Good aligned civs should face a morale penalty for initiating hostilities, espcially against other good races, and certaintly against any race they have at least trade relations with. Neutrals, should suffer a morale hit if
Assuming you build the eyes of the galaxy marvel / super project, you really do notice the effect of having your trade vessels see things. I only bother putting lots of engines on my commerce vessels. It has the effect of evening out the shifts in income from the vessels coming and going, and since the AI does not put enough emphasis on engines in the current non beta versions of the game, its hard for them to do any commerce raiding.
Sounds straight forward enough. Beams have best damage to space, and Mass has best damage to cost. Misslies are middle of the road, which surprises me since missiles hit 2 dmg early, but also take up twice the space. Now lets kick the defenses back into it. Which defence tech is most effective against its respective weapon tech? Does one defense tech have a better def to size or better def to cost? Is it more expensive to defend against
Putting aside for a moment specific weapons (ie, Nano Ripper), and ignoring defense for a moment, what are the pros and cons of choosing one line of weapon tech over another? Is one weapon set generally cheaper, or generally take less hull space, or take less damage? Does one line research faster then the other? I have noticed that missiles tend to have higher damage (at least early on) and take more hull space. But other then the Nano Ri
I have never written in C#, but I know its not C because there is a == operator for string comparison. In pure C, that would be a strcmp() call. END COMMUNICATION
My greatest gaming moment came out of a pen and paper RPG game, 2nd edition D&D. There was an Orog warlord who was ravaging the country side, and the players came up with a plan to put a stop to it. They encounterd a patrol, and decimated it. Then they took a surviving bug bear, nailed him to a tree, beat the piss out of him, and carved a challene into his chest challenging the warlord to an honorable 4 on 1 duel. Obviously the players had a strang
I was just wondering what most people tend to think of as their prefered game strategy, not to be confused with most effective, just what you enjoy trying to do the most. For myself, I am a big fan of Proxy wars. I like to get an edge in diplomacy, and get other civ's to do the fighting for me. If I am attacked, I will often try to bribe other civ's into attacking them. If I see a neigbor does not like me, I often pay him off to go to war
You could probably really gimmick the AI if you wanted to be a dick about it. When one of their planets flips over to you, just strip it of all embassy and morale improvements, then sell it back to them for some tech or money. Or make it a gift to keep them from going to war. In a few turns, it should flip back to you again. END COMMUNICATION
If it were up to me, I would implement an option to allow shipyards to upgrade ships currently orbiting that planet, provided that there is an upgraded version of that ship availible. I would probably elect to retain the current costs for instantaneous upgrade, but manual upgrade should be signifigantly faster then building the ship raw. Allowing a manual upgrade would allow me not have to worry about having all those near useless 1st and 2
I have managed to reproduce this a few times, and since it appears to be reliably reproducible, I hope this is of help. When building ships, I tend to recycle names for my ship types. If I am playing as a race I already used a given ship name for, I often already have a potential ship type with that name, but one that uses different techs. If I delete the original ship design, then try to save a new ship type with the same name a
I have been played 2 games on Normal difficulty, large maps, and every civ possible. Both times, the computer tends to haul ass and get alot more planets then me, but I manage to get a handfull of very nice planets. I tend to hold off on the military techs, and go after diplomacy early. I also manage to keep ahead as far as cash and economics go since I do alot of tech trading, buying a given tech from one civ, and trading it for cash and
I would suggest that ship upgrading could use a revisit. Right now, when you upgrade a ship type at the shipyard, all components are stripped out except for structural components. I would like to see the shipyard preserve the placement of the engines and weapons and everything else, and then give you a dropdown window lising the current components and possible replacements. Weapons and defenses are a bit tricky, since you have a
I vote to make it customizible as to where unspent funds should go from Social or military. Research is not the sort of thing that ever gets finished, but for Military and Social, they can be, when your either building no ships or when you have no further improvements to develop. You should be able to choose if the funds go back into the treasury, or to military, or to research. When I decided to go for a tech victory,
So far, I have reached the conclusion that I am enjoying this game a great deal (which is the only conclusion I can draw after playing for 15 hours yesterday trying to go for the tech victory). I do have a few questions though. The instruction manual mentions a destabillization slider, but it appears to not exist. Was this feature cut, or is it just not yet implemented? Also, how are rally points intended to work? My
I find it kind of amusing that some people havew purchased this game simply because of a stance on copy protection. In the end, I am sure that while Stardock would prefer people to buy the game because of the games outstanding quality and execution, in the end, I am sure they wont complain about people buying the game just to make a statement about copy protection. In and of its self, I have no problem with the concept of copy protection, b
I would think that fully fleshing out a Mercenary feature for this game would be a non trivial undertaking. There are all sorts of potential gameplay ramifications to this. - Should mercenary fleets be independent of your own logistics abilities? - Does the choice of which mercenaries to hire interact with alignment? - How loyal should the mercenary units be? - What are the diplomatic ramifications of using mercenaries (IE, s