AI still needs some love with stabases
Daemon Jax
I'd like to see the AI be able to defend their planets normally, before asking for design improvements that could be best used by a human player.
I ignore the AI's influence bases... they don't last long enough to do any harm. The first time that AI goes to war they'll be wiped out by the other AI. You'll be ok
The AI gets to cheat on the higher levels with bonsuses you don't get, and that they normally don't have.
I think trade is only efficient to bother with on the larger maps (i.e. bigger than Medium sized). On gigantic I've read of someone reported 600+ BC per turn. Heh. Nice.
In my latest game on a medium sized map I rather disregarded the pop growth changes and played away in my own merry way -- and it seriously screwed my military avdvances at one point haha! It's cool, I'll get better... I'll need to do some math, but I'll get it eventually.
I use a variation of the above tactic as well, and it's key to my success on the higher difficulty levels. You're right, it's pretty easy to manipulate the AIs with Jedi level diplomacy, but I'm not sure that it's diplomacy itself that is the problem -- it's just that it's not expensive enoough, and/or the AI is too willing to to fight an unbeatable war on your behalf. For example, early on in my last game I bribed the Drengin for a measely 2100 BC to fight 3 other AIs -- heh, one of them the
Heh, the problem with them not guarding starbases effectively is that they don't research starbase defenses until turn 200+. This is on 1.1b... and by turn 200, on a medium map, the AI is getting his a$$ handed to them by me, so it's already too late. But yeah, I gotta hand it to them... they grabbed ALL the resources in my game except for one which was right next to my base. I thought I cou
I agree with the above poster. Since you're already have high diplomacy, tech trading is the way to go. Tech trade for other techs, and BC. You'll find that you'll bankrupt the AIs pretty quickly. As far as the Drengin go... Yes, they will almost always be the first monkey wrench thrown into your plans. But, there's a couple things you can do: 1) You ALWAYS want to be the biggest baddest military in the galaxy. 2)
When I started playing I played with luck, creativity, and universilist party. I found a junkload of lucky rangers. But this was also on Normal, so I dunno.
I'm currently playing against the AI on Suicidal, medium map, 9 opponnents, and the Drengin pulled planetary invasion around at week 40. They also researched a handful of other techs on the way. I don't think the AI is cheating as Technological Capitals give the proper bonuses now. I expect the Drengin to research planetary invasion. It's what they do, so I watch for it and trade it from them for something like xeno entertainment <img src="http://images.stardock.com/gc2/T_DL/smiles
End Turn button disappearing on me after I press it. Only seems to happen when I should have finished researching a tech. It never actually goes to the next round (i.e. no quarterly report is issued), but the End Turn button is gone. Reloading a previous savegame doesn't fix it, usually. Also, when/if reloading does fix it, I lose a turn (that's an old bug though). I believe that the AI is trying to do something, but can't, so the next turn never comes. It may be limited to a partic
Odd that I can't find my own post anywhere in the forums.
Let the drengin get planetary invasion in 10 weeks for all I care. It will make me a nice profit.
End Turn button disappearing on me after I press it. Only seems to happen when I should have finished researching a tech. It never actually goes to the next round (i.e. no quarterly report is issued), but the End Turn button is gone. Reloading a previous savegame doesn't fix it.
I've notcied the above bugs as well as: End Turn button disappearing on me after I press it. Only seems to happen when I should have finished researching a tech. It never actually goes to the next round (i.e. no quarterly report is issued), but the End Turn button is gone. Reloading a previous savegame doesn't fix it, until I quit back to desktop first. This bug is the biggest one I've found, but there is a work around (kinda). EDIT: Actually, it happened agai
Odd. I thought pop didn't affect production at all.
I agree that the current espionage system is pretty weak. I just ignore it, currently.
Great advice, Akaariai.
I haven't had a chance to play much with 1.1 beta, but I just think it's so cool of stardock to release this optional patch in the first place! Not only does it fix some bugs, but it also adds a lot of new features! So soon after the initial release of a game, I've never heard of anything like that.
Hahah. Getting the world is its own reward. A whole new world is better than money or a single piece of new tech. I dunno, when I'm at war, yeah, my coffers slowly deplete, but, I usually have near 15000+ BC in my coffers when combat starts (around turn 52 IIRC), which I use as a buffer... It's expensive to manufacture and research, so I trade tech for BC from the AIs to fund my poor economy. Once
I misunderstood then, sorry. That's odd. I know sometimes the sliders won't move for me, as if they're locked, but the lock icon isn't "on". To move them, I have to "lock" them. But... there's no lock icon for tax rate. It does this in all your games? If so, I'd remove the game, reinstall, then reboot. I know, it's not a "the penny just dropped" idea, but, it's the next thing I would do.
I've never seen it come up anywhere.
I agree that going beyond a single farm (on atleast PQ 8+ worlds as I wouldn't bother raising pop on less than that) is rather inneficient, unless your playstyle relies on obscene population numbers -- I can't think of any, though. Even before the patch, this is what I did: 1 farm on PQ8+ worlds, and 1 entertainment center. IF I had a farm on any world, then I definately loaded up on stock exchanges. Now, since 1.1, it makes more sense to do this than before. Once you l