player1_fanatic

player1_fanatic

Joined Member # 2487161
17 Posts 267 Replies 492 Reputation

I agree Ken Kofman... I don't like black box systems, when you don't know anything, but just feel how something works (while usually being totaly wrong).

24 Replies 7,710 Views

I remember some similar problems with weapons, when better tech gave worse weapons. I guess some extra tweaking is needed for 1.2.

3 Replies 3,666 Views

I would like ability to claim resources without Constructor, with my military ships, if it's inside my influence borders. It happens so often during war for 3rd party to claim resources of my conquered enemies. Also, call me paranoic, but I really think AI too often blindly finds resources in my territory, that I'm pretty sure he never explored before. So he gets strait with Constructor and claims them very quickly in the game (noticable on higher difficulty levels). <

114 Replies 59,089 Views
Reply to Approval in Game Talk

Also, someone said that tax gained is depended from square root of poplation, so two worlds with 10mil will earn more taxes then one with 20mil. Now, I do try to make worlds get pop in 15-20 range, but no more.

19 Replies 4,614 Views
Reply to Approval in Game Talk

Someone else on forums discovered that bonus you get with moral buildings is not added to the base approval, but is a bonus multiplied by rating of 100 modified with population penalty. So at 5bil, penalty is 9, so morale bonus is mutiplied by base of 91. But at 20mil people it's more like -60% or something, so it's not wonder that morale buildings are much less effective later.

19 Replies 4,614 Views

Maybe I worded things badly. But whole article is about techs that need to be avoided for a time. By marking them "bad" or "very bad" I just ment that some need to be avoided more and some less. For example I always discover Xeno Entertainment tech, but only after I built one Entertainment Center per every world. Also, after I advance all my worlds a bit, so they all have a few factories and more populaton, I discover Extreme Entertainment, since then they

38 Replies 20,701 Views

Btw, I haven't rated buildings as good or bad, but techs. They are rated as bad, since they give both bonus and penalty. If you research them too early you are crippling your economy. Most of them are only useful after you build up most of your colnies. So regard label "bad" more like warning, not something you'll never ever research.

38 Replies 20,701 Views

Sure, they are useful. But only if you have nothign else to build, or don't plan to build up new worlds from scratch (after conquest or colonization). Otherwise you penalize yourself more then you get the benefits.

38 Replies 20,701 Views

Xeno Bank Construction - Bad on its own It replaces: -Trade Center that gives +20% economic boost and cost 90 hammers -with Banking Center that gives 24% economic boost and cost 250 hammers Not very cost effective. Still, if you do research Xeno Bank Construction, research Galactic Stock Exchanges as soon as possible, since: -Stock Market gives 30% economic boost, 10% morale boost and costs just 150 hammers Yes, it's cheaper then Ban

38 Replies 20,701 Views

There is big difference between approal of 99% and 100%. Yes +100% growth bonus! So it's imperative, for at least those colonies with less then 5mil to have 100approval, so they could grow quickly and give you economy boost. That's why small colonies need entertainment centers too. Too offset tax penalty, while still keeping 100% approval.

33 Replies 10,091 Views

random50, do you have the latest patch (1.1)? Since your growth formula souns too much like pre1.1 growth formula (take look at wiki for pre1.1 and 1.1 growth formulas).

25 Replies 12,175 Views

1.1 final By the way, just now I experimented a little, and was not able to "break it". So it's not 50%. But most of my crashes before did happened from alt-tabing back. Tested with freshly loaded game, so maybe it happens after longer playing time. But I noticed that Alt-Tab back to the game takes 5-10 seconds to make game appear in screen. Using cat6.3 with my x1600pro. P.S. Also, game in background is pretty resource intensive.<br/

81 Replies 102,289 Views

Well in my Crippling game they still haven't researched it. On the other hand I usually rush for Xeno Ethics, since it gives me access to Harmony Crystals and even extra morale boost when I take Neutral alignment. It's funny how I'm running 80% tax rate with most of the planets around 100% approval (exempt those above 10mil people). But I also have Ultra Spices and many entertainment techs, plus 20% morale race pick and populist party.

10 Replies 5,864 Views

As for unarmed defenders being a tactic, I doubt that. Otherwise they would use that in sandbox mode too. By unarmed defenders I don't mean colony ships and other real unarmed ships, but a ships with battle hull and no weapons. That's a bug , not tactic. No reason to give defender several points in armor and not a sinle weapon.

6 Replies 1,866 Views

Some of the replays are missing the point. It has nothing to do with difficulty. AI builds military ships (defenders, frigates or anything) but without any weapons. I mean, I see defender with several points in armor, but not a single weapon. I noticed this too in first 3 missions and stop playing campaign. P.S. It only happens with Drengin ships, Altarians build military ship properly. P.P.S. In all 3 missions I have not see

6 Replies 1,866 Views

Alt-Tabing crashes my game in 50% of cases. Now crashes do happen in some other cases, but not often. But, Alt-Tabing is something that definetly needs to get looked up.

81 Replies 102,289 Views

One question: Since tax is releted to square root of population number dosn't that mean that there are diminishing returns for bigger planets. I mean two colonies with pop of 9 will give two plantets with mutiplier of 3, while one with 18pop will just give 4.24

25 Replies 12,175 Views

Hmm... As far as I know in 1.1, it's enough to have friendly relationship to get alliance. Unfortunately for me it ment very easy and cheesy diplo victories (lots of gifts in 1turn), so I turned diplo-win off.

15 Replies 8,973 Views

The only place I have no approval buildings are class 4-5 coloies that can't get 5bil people. In other cases I always build then since they have mutiple functions: growth + economy.

45 Replies 20,038 Views

Something about farms. In my experience, I actually do build farm on +300% bonus tile, but only basic one, which I never upgrade. Of course, only if it's big world that can support late game morale boosters. One thing it's missing in the the guide is powerful population boom startegy. That means, keeping taxes low to get 100% approval and doubling growth rate, and using morale buildings as sort of growth and economy buildings. Growth in a way that you need go

45 Replies 20,038 Views