That would only be possible if a player is able to build another one after losing it to planetary invasion Nope, you can get another one by taking it from another race when you conquer/flip their planet. Cheers, Reaver
Reaver
You obviously took control of planets that the AI's had built Hyperion Logistics buildings on. 64 is a hard number to arrive at, I would also speculate that you skipped over one of the Logistics tech, probably during a trade or in taking a planet by force. Either that or there was a logistics bonus in an anomaly or in some planetary moral decision, something to make the make the numbers work. Maybe you took another racial ability that improved it? The theoretical MAX might be
In my current game I started with a 'Good' race and during the colony rush I chose the *evil* selection at every moral dilemma (about 7-8 IIRC). After the rush, on a large galaxy, I researched Xeno Ethics and chose the Good path, since my race was still leaning good (altho approaching Neutral). So I get all the benfits of the evil choices on those planets and still get the Good benefits from the Tech. Cheers, Reaver
No. In current form, by the time I get to it, the anomalies are gone (or nearly so). Cheers, Reaver
These are some of my strategies The first thing I research is one level of engine tech, so I can make faster colony and constructors. During the colony rush, I don't research any weapons/defense techs, just building improvement techs, diplomacy, sensors, and things like that. When I see the Rush winding down, or if a rival civ is in the wary range, I research all the way up to level one weapon/defense techs. I don't select a weapon or defense tech until my espionag
#$@@!#$%@ it did it again, this post was posted to a DIFFERENT thread but this $#!^% board decided to post it here. Nertz, Reaver
Had the same thing happen to me for the first time on these new boards. Twice in one day. I use both FF and IE. One time it happened when I tried to post to a thread that was in "My Posts" I also had one case where I clicked on one thread in the Game Talk front page and it took me to the thread above it. No I didn't miss-click I was absolutely on the a different thread than the one the software took me too. Cheers, Reaver
I am pretty sure that reloading the game will clear this bug temporarily, but I will give it a try next time it occurs to prove it. I haven't time to test the new drivers out yet, but will see if I can get some time in tonight. Cheers, Reaver
In other words, there is no benefit, its just an insurance policy. When I am at war, anything in enemy stripes get blasted out of the stars, including freighters, eliminating spies. Good to know the AI thinks differently. Cheers, Reaver
WRT trade routes, produce more freighters even when you have maxed out your trade routes What is the benefit of doing this? Cheers, Reaver
22? As in, 2200% more than the home influence? If so, that's alot and I am amazed! yep, THAT 22. I think I got higher against a minor race, before I learned that they couldn't be flipped, but I don't recall the number very clearly, so I won't speculate as to what it was. Cheers, Reaver
The Hyperion logistics is a galactic wonder so there can only be one in the galaxy. Nope, its a Superproject, like an Economic Capitol, and its one per civilization. Thats how I got two in my last game. I built the Hyperion Logistics and I conquered another civ's planet that had also built one. Thats how I ended up with 51 logistics points.
sorry, this is twice now that my post has gotten redirected to the wrong thread. Cheers, Reaver
Since you already know about taxes and trade goods, etc., make sure your Happy buildings are always at a higher tech level than your farming. I usually delay all my farm research until I have several levels of Entertainment already under construction. Cheers, Reaver
Don't know about modding the game, but if you get a galactic layout you don't like, use CTRL-N to restart the game until you get a game you feel like playing. Cheers, Reaver
Sorry, that got posted to the wrong thread... somehow Cheers, Reaver
I had one opponent at 22+ before it flipped, I had 3 starbases and a planet in the same system. Seen a couple of 11's as well as lots in the 7-8 range without the red skull and crossbones icon. Different races WILL resist your overtures for some time to varying degrees, its not an immediate thing once it gets over 4. Cheers, Reaver
So, if you lower your tax rate, the approval rating doesn't change? Cheers, Reaver
There are several posts laying about that delve deeply into this topic. Do a little poking around. If that doesn't help, post some more data about your game style (difficulty, size, races, alignment, political party), strategies are different at different levels, obviously more lenient at lower levels. Cheers, Reaver
Well I was playing the Yor at the time (working on my Racial Victory merit badge), so thats where the 45 came from. When I finished conquering the Torians, I got their Hyperion Logistics structure for the additional +6. Is it possible to get Logistics bonuses from Anomalies? I know I have seen these bonuses: Repair Crew XP Weapons Defenses Any others? Cheers, Reaver
If you play as evil, then you get all those wonderful starbase upgrades FOR FREE True, Evils get the UPGRADES for free, but the initial cost is not. And that can be VERY expensive in the mid to late game. As I pointed out earlier, those *empty* areas will get filled in pretty easily, if you are the dominant/closer force, by your influence area
Don't worry about influence bases where there is nothing to influence. Empty space is a waste of time and resources. Seconded. Your influence will start to fill in empty areas without the need for SBs as your influence grows. Every Starbase you build costs increasingly more to do so, in addition to extra modules you construct.
I recently finished a game with 51 logistic points. I had 45 and when I took over a rival civ I captured their Hyperion Logistics doohickey, like the one I had previously built. So, I was curious if anyone had a breakdown of the maximum possible logistics points and the various ways to increase logistics. Cheers, Reaver
The AI seems to target damaged ships as a priority, tho if all ships are at full potential, it probably goes thru some calculation weighing defenses, HPs and firepower. Following the games development history, I doubt its just a flat equation. Each race probably has its own AI on which ships to attack when... Cheers, Reaver
If that number is greater than 4, your planet may culturally revolt. I believe you highlighted the wrong point in your quote. I changed it a little. It's not simply a matter of your influence hitting 4.00 to make it flip, it has to be 4+ for a certain number of turns. Racial abilities can also affect this, making certain races h