Skie

Skie

Joined Member # 2440755
1 Posts 7 Replies 110 Reputation

Since I usually just trade with one race in my games. I pick their best planet and rally my best economic planet to it. You could easily do this with other planets and other races as well. Once my freighter number matches my trade routes. I turn off the using rally point and change what's being built. I don't know if the freighter stays on the rally point so that you could use your governor to quickly switch it. But, it wouldn't take much to pick a new rally point (due to war) and redirect

6 Replies 6,605 Views

You've gotta figure the people probably have like city taxes, country taxes, planet taxes, and then your race tax. No wonder you have to build farms to feed them, they can't afford food! If you figure the people making the ships have government jobs (or at least a government contract) then of course they're going to take forever to build a ship.

31 Replies 21,061 Views

Last game I played the Yor and I did an evil ally tag team. Most of the other races were doing much better, but we ended up mopping up the galaxy by supporting each other when we were declared on for being evil. As far as bribing a race to declare on someone else, it'd sure be nice. There are a lot of instances where a race you're in good relations with could turn the tide of the war and you could both make out nicely. As far as the bribing thing, it'd be nice if you could al

24 Replies 8,896 Views
Reply to Why be good? in Game Talk

I think the system works fine - good has an overwhelming potential advantage in that it can easily ally almost every other non-evil race. The short-term benefits advised above might make it somewhat more realistic, but it would throw off the balance of the game. Good is a coalition-builder and gets its strength from a network of allies, not through imperial might. </tr

59 Replies 31,653 Views

I've been playing the game for a couple months now. And, I the scenario's rarely provide the good choices with a good outcome. For example: There's some such aliens already on our world. Good - Leave them alone (-10% PQ) Neutral - Move them to land we don't want (0 PQ) Evil - Make them slaves (+25% PQ) Why can't the breakdown be something closer to this? Good - Do not move them, but study them (-10% PQ, +25% Research) Neutral - Educate and assimilate them

59 Replies 31,653 Views