Shadow

Shadow

Joined Member # 2485366
0 Posts 122 Replies 161 Reputation

which angered the developers and made them patch the game such that it would be virtually impossible for anyone to ever pay another race to go to war ever again. The End. So true <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=0 ALI

4 Replies 4,297 Views

Techs researched is how many points all of your researched technologies are worth. Soldiering is a number that increases when you research planetary invasion and defense technologies - each planetary defense tech increases your ability by 10, the planetary invasion tactics (or at least the higher-end ones) increase the ability by 15, the Tir-Quan Training Center multiplies that number by 1.25, etc.

2 Replies 3,088 Views

The developers have already figured that out, I think. Take a close look at the Defender and Colony Ship designs (by clicking on them and pressing Upgrade). You will notice that the Defender actually has two guns (though only one is 'active'), the colony ship has two colony modules (though it can only carry 500 colonists), both ships have Advanced Life Support (though it isn't active), etc.

5 Replies 4,707 Views

Maybe all the end-weapon techs can give access to a Superweapon Module. Each module would cost 1000 mp points (Hyper-Atomic Magnetic Acceleration Tracks are expensive) and take up 100 space points (that Core-Powered Fusion Discombobulator is quite large), but grant super-destructive abilities. The space and cost requirements generally mean that to get one, you must have researched far up the advanced hulls and miniturization tech tree before you can implement one of these modules. These modules

53 Replies 37,895 Views

You can check by double-clicking on the starbase and looking in the top right-hand corner of the box that comes up - it will tell you what bonuses asnd other stats the starbase gives (this is true for all starbases). And if I remember correctly, the modules actually give bonuses in this order: +2 +3 +4 +5 +6 +7 +12 (The Resource Sector Module gives you a huge bonus, much greater than what the preceding modules give)

15 Replies 9,786 Views

I doubt you could find a company where the developers are more actively involved with the customers than Stardock. While there have been a few complaints about the slowness of the forums and the Metaverse, by and large most people (like me) love it. The medal system is also great, but seeing how active the game developers are in helping the customers is very warming. It is easier for me, as a customer, to have everything consolidated onto one website - I can browse the forums, and ea

88 Replies 110,604 Views

This isn't supposed to be a " truely realistic" space empire management simulation game (SPEESIG). Anyway, only the lower-class techs are self deprecating. Ttends to be a bit more sophisticated humor in the upper tiers of the technology tree, and most of the weapons descriptions are actually relatively technical. They do a good job of the sci-fi weapons and technology - part of what makes it so good are the allusions they throw in to some of the most famous sci-fi books/movies. And while a

30 Replies 48,202 Views

The AI is programmed to regard some things as so valuable they will not hand it over for anything I think the developers should make the Surrender item give you infinite bargaining power

13 Replies 14,607 Views

In the later stages of the game, you can tax up to 80% safely in most cases (anyhthing over 80% drops the moral on all worlds to 1%). Research the Economic Infrastructure branch after you have gotten the necessary initial techs - having Stock Markets while the AI has Trade Centers is a big advantage. Depending on the size of the map, designate at least 1 planet to be solely responsible for income. The most efficient strategy on Class 8-20 planets is generally to a farm, a morale booster, and as

24 Replies 13,813 Views

Be careful of Precursor Libraries and Precursor Mines. While they are a huge bonus, someone pointed out quite truthfully that they can kill you early on - the costs of operating them are much greater than you would think, because of the huge bonus. Build an Industrial Sector on one, then add a Manufacturing Capital to the planet, and watch your costs skyrocket!

21 Replies 18,919 Views

But if the scoring mechanism was transparent, there would just be a formula you could exploit. Read what you wrote in your first post, Frookie - we would know what was worth doing? Every planet conquered begets you 100 points, every planet lost costs 100 points, overall military value times the number of ships you had, etc.? That just makes the game a Frogger kind of thing - we know exactly what to do to get into the high score section, and the only competition is between the extremely talented,

54 Replies 50,728 Views

You get per-turn trade income from each trade route regardless of where it is. It makes more money the closer it is to the destination planet and less money the closer it is to the planet of origin - they average out to the value you see when you first make the trade route. Because of this averaging effect, it doesn't matter what the speed of the freighter is, because the average income would always be the same (well, it might affect gameplay if the freighter has a really fast speed and is able

19 Replies 10,830 Views

Maybe not militarily, but it should be possibly diplomatically. While it is unfeasible to guard the borders of your space empire (even in game-time, if you are playing on a large galaxy), it should be possible to tell other races to stay away or you'll obliberate them

9 Replies 6,060 Views
Reply to Space Colonies in Colonies

It would throw off the game dynamic if you could just build planets, even if their number was limited by money and logistics. That kind of thing is just too complex - it wouldn't be that hard to actually program it, but it would take quite a lot of time to get the AI to properly utilize it. Instead, if someone bothered to make this, it would be better to simplify it to a new type of starbase: Colony Starbase: A habitatable, self-sustaining starbase that can support a l

7 Replies 8,421 Views

Yes, that graph shows your diplomacy ability. It is a number that you can boost with numerous techs, like the diplomacy branch, government branch, and ethical branch. Humans have a racial diplomacy bonus, so it isn't surprising to see them on the top of the list.

18 Replies 12,043 Views

In the corner of the research screen, it will show you which ship components that tech will give you (researching Impulse Drive gives you Impulse Drive Mark 1, researching Space Weeapons gives you Particle Beam Mark 1 [and Defenders], etc.). IF you want to see more of the tech tree, press the 'More' button at the bottom of the screen to maximize the tech tree view. For the first ten turns or so, you should maximize your Industrial Capacity and lower your taxes until you get 100% Approval.

8 Replies 13,687 Views

Sensors probably aren't worth getting unless you: 1.) Don't get Eyes of the Universe 2.) Have starbases scattered around the perimeter of your civilization as a detterant and want to keep tabs on enemy ships 3.) Own a far-flung resource starbase and want to know what happens around it

6 Replies 3,306 Views

The United Planets can have a very wide range of effects - it is usually a minor nagging thing that can give you some small advantage or disadvantage, but occasional, game-changing issues do come up (like ending ALL wars, sharing technology, etc.). It is up to you whether or not it is important enough to waste time, space, and money controlling the United Planets - if you make that your primary objective/commitment, you should be able to easily do it. Evil civilizations are meant to rule al

29 Replies 40,274 Views

Because the loser dies? The ship with the most HP will win in 1.2 if the last two ships kill each other in the same turn, with the victor coming out of the fight with 1 hp, and if they have the same max HP, the attacker wins with 1 HP. I'm pretty sure weapons have a minimum damage of 1, assuming the defending ship doesn't have defenses.

12 Replies 26,309 Views
Reply to Tech Talk in Game Talk

Each miniturization tech increases your miniturization factor by an increasing amount - it is very valuable because it lets you put more components on your ships, though the early levels don't have much effect.

4 Replies 10,409 Views

These excellant reviews obviously don't come as a surprise to me/us but it is nice to see the game continue to get great reviews .

12 Replies 11,082 Views