Daemon Jax

Daemon Jax

Joined Member # 2425296
7 Posts 161 Replies 9,130 Reputation

I've read posts similar to this, and it always left me scratching my head... I've never had a problem with the AI not choosing to trade it's most powerful weapon technologies with me after week, say, 26. And I play on Suicidal.

5 Replies 8,961 Views

I've also found that having the #1 military is the key to survival. It's the only way to guarantee that you're not going to be invaded, which, imo, is very very important

12 Replies 7,904 Views

> Just a thought, but did you own the Galactic Bazaar? That would make it feasible as it increases the value of trades > on your side of the screen by 50%. Good call, Mag. I always play with "Jedi level" diplomacy. Loading a previous savegame and giving it a shot right now... Results: Nope, doesn't work on Suicidal... In fact, I can't even trade 40 bc for 100... and they're friendly to me. And my diplomacy is *nearly*as high as it goes (Total

15 Replies 16,137 Views

I agree that a more time consuming, yet less expensive, way of upgrading ships would be a well received addition to the game. As coded, they may as well remove the feature altogether because it's too inneficient to use (except for the first turn colony upgrade -- but I always feel bad about doing that because they AI never does). For people that can easily afford the upgrades, or that generate 2000+ BC per week soley by their economy, I say you're game is lasting far too lo

26 Replies 26,666 Views

Regarding bonus tiles: I've never noticed any discrepencies for bonus tiles. If it's a 700% tile, I seem to get a 700% bonus from the tile. (I'll look more closely at it next time, though). I do know that the bonus I get from a 700% bonus is HUGE, so I never bothered to look closely at the exact numbers... Regarding game economics: If unused social spending and/or indivudal planet production sliders were incorporated, then the game would simultaneousl

115 Replies 59,845 Views

I play on Suicidal, and penalties for having high population planets by far outweigh any of the bonuses (for my play style, atleast). On Normal, you can get away with playing any way you like and still win. That's mostly true for on Tough and Challenging as well... But on higher levels of difficulty, you'll begin to notice that it's inneficient to to have populations over 5 billion people on any research/manufacturing planet -- regardless of it's PQ. It's different for In

6 Replies 8,920 Views

I remember the first time I went Neutral and was wondering the how to build the Neutrality Research Labs Drove me nuts.

10 Replies 8,795 Views

The slider is definately at 100% industrial output I play on suicidal, heh. It would really help me out if I got the expected bonuses from the Technological Capital. Note that the bonus effect from a Manfucturing Capital and a Technological Capital is night and day, where the former is actually very beneficial. I still build them.... broken as they are... out of hope that o

12 Replies 20,167 Views

Exactly what is it doubling then? (You know, that part about a 100% bonus to the world's research output...) The bonuses off the Initial Colony then? If that's working as intended, then it works differently than the other capitals, and it's fluff text should be changed to read: "4 trillion dollars of pure garbage."

12 Replies 20,167 Views

I agree that it's definately NOT applying its modifiers after the bonuses of the research labs. I find it hard to believe that that is working as intended...

12 Replies 20,167 Views

Interesting. After reading your post, I first put it into the strategy column. Then, after thinking about it, I thought it was more of an exploit... But, finally, I think it comes out the same as buying the ship to begin with.

10 Replies 17,022 Views

Heh. By the way you're describing it, you're making it sound like this begins to happen at turn 1. If that's the case, all I can do is giggle because I have no idea what you could be doing to cause that -- besides the obvious way of launching transport/colonies.

10 Replies 5,822 Views

Scenerio: I like to bump the sliders around to research tech in one or two weeks. However, OFTEN, after going to the next turn, the weeks remaining for the tech to complete doesn't change. I often use the quicksave feature to be able to go back one turn, often to put an ADDITIONAL 15% into the research slider just to have it complete in the time presented. However, this is not merely a small rounding error or something

0 Replies 3,592 Views

Scenerio: World produces 57 research beakers (or whatever they're called), and I want to add a Technological Capital. Seems like a good idea, right? My manufacturing planet shot up to 100 hammers after I added its capital, so I figure this would come close... No tiles were available, so I decided to upgrade an existing research center... Doing the math [ (57 - 12) * 2] that would mean 90 beakers for my efforts.<

12 Replies 20,167 Views