DreadArchon

DreadArchon

Joined Member # 2504668
24 Posts 314 Replies 3,080 Reputation

I think the parties should be balanced better, but actually I think the current system makes sense as far as over-simplified systems go. I think of control of the racial abilities being heavily dependent on individual planets cooperating with the central government. So, for example, Technologist party reduce its research below 25%? By using

38 Replies 39,973 Views

Drath and Humies have +25 diplomacy, which might help you not go 'splode. On the other hand, it might be a good idea to play someone else so you can buy +30 diplomacy. Try Torians. (Morale!)

13 Replies 5,183 Views

I was thinking of ways to get rid of the current clunky planet/base/ship system, and I came up with this. I've made similar suggestions before and I'm aware that this is too big to be done with GC2, but hey, it's just an idea. The perceived problem: Planets, starbases, and ships are all severely and unrealistically limited in this game. It makes for a good game, but in my opinion it would be even better if these things made more sense. I was initially looking at ways to implement bo

0 Replies 2,349 Views

Yes. You as the player are expected to change it when you start the game (assuming you don't just want to play Federalist), and IIRC the AI civs get random parties assigned each game.

2 Replies 5,517 Views

no desrespect, but whoever came up with the blackhole idea is an idiot! Besides your physics not being accurate and besides a little of that being accounted for by the in-game descriptions, I would point out that all of that is pretty much exactly the reason black holes are the strongest and most advanced weapons in the game, by far . It's

41 Replies 43,726 Views

I build a single dreadnought per game, using two of whatever weapon is least defended against, one life support module, about 6 engines, and as much defense as I can fit on after that. Then I build a bunch of transports (one life support, one advanced module, fill with engines for 61 movement). Then I mass-produce all of them and group them into fleets of either 5 dreads or 8 transports. And then there is destruction.

15 Replies 12,641 Views

They move a few parsecs and then they just stop and go on vacation for a year? Do they move a few parsecs and then play pool for a week under the current system? I thought it was obvious that simultaneous action (with the ai) was implied. And what about factory workers? A tin can with a rocket strapped to it takes as long to build as a 3-k

13 Replies 11,451 Views

false. Advanced give you info on specified ships and planets, no their position and localisation! Maybe kinda true as is, but that's still a ridiculous comment. One of the primary purposes of espionage, if not the primary purpose, is locating enemy units and firguring out where they're going. That's a little less true with the invention of satellit

20 Replies 14,509 Views
Reply to AI in Game Talk

I don't have that problem. My enemies nearly always use at least 10 defense in each area on ships larger than small, and this is before the bonuses they usually have. Like I said, that's also the minimum. I'm seeing enemy fleets with defenses around 5**/2**/9** in my current game (I'm using lasers).

11 Replies 10,269 Views

They save micromanagement in larger galaxies. Not only can you just establish a single well-traveled stable trade route with them for massive $ and virtually no effort, but they can hold planets for you. I almost always play on Gigantic, and I usually end up with literally a couple dozen planets that I don't want or need. It's not practical to deny these planets to enemies by razing them (since they can be recolonized) and I'm certainly not willing to have them cluttering my lists and taking

5 Replies 5,686 Views

If people could destroy entire asteroids before they did any damage, how could troop transports possibly have a chance or landing troops? For starters, they ARE doing damage--they're killing soldiers. Second, the defenders might be busy shooting at the asteroids, too busy to shoot the transports. Third, and most obvious, perhaps an interstellar war

27 Replies 15,296 Views

You could build 4 bases around the minor's world, gift them to the minor, and build 4 of your own. Then they'd be protected but not contained. Unfortunately, this would only work if they didn't already have bases in that area, but I suppose you could use your own fleets to block the spaces left open. I actually had a game once where I needed to protect some minors but had no fleet, so I used all my spare constructors to make a couple of really good military bases by their homeworld an

11 Replies 12,826 Views

mazzuco: Sorry, but that would be just plain stupid. I have no motivation to memorize the value formula for starships, the cost of each trade good, the bargaining value of each tech, and the modifiers for diplomacy and wonders. Oh, and the formula determining the value of a peace treaty. For example: I once got Zero Point Armor and Adamantium II for a simple Laser II. I would have offered way too much on that, which is fine for the game. But suppose that I had offered Anti-M

12 Replies 10,547 Views

Weren't there cloaking devices in GC1? Not that it matters. Cloaking should logically be ignored if you have Advanced on your espionage with the target, which I almost always do.

20 Replies 14,509 Views
Reply to Influence in Game Talk

Also keep in mind that influence is cumulative. Influence Points (available for trade in your Foreign Relations tab) depend as much on your past influence as they do on your present influence. Example: The Torians have 2/3 of the voting influence in the UP (happened pretty fast in my current game). If I take over all but six of their planets, they still have almost 2/3 of the voting influence a few turns later when we vote again, even though they're less than 5% of the galactic influe

7 Replies 2,580 Views
Reply to Fleet Academies in Ideas

And while we're dreaming, I'd like a "boarding module" to take over enemy ships with my troop ratings, which are always a lot higher than my weapons ratings. I'd also like fancier troop improvements, while I'm at it. Edit: For example, a few trade goods in different lines of research, each of which gives +10 or +5 soldiering (Zero Point Soldier Armor, etc.). Or, an improvement that lets escape pods be launched from destroyed troop ships for pickup (or destruction by enemies) a

6 Replies 8,453 Views

The worst for me, by far, is the one where hundreds of weak ships spawn. Sure I could fight them, but that would require that my already over-taxed computer not immediately crash and die. Events that affect you in-game are bad enough, but events that physically disable your computer? Man, that's HARSH.

13 Replies 15,779 Views

1 planet CANNOT compete with 4 planets influence wise. Now that's just silly. Influence bases are more powerful the closer they are to a given planet--a base adjacent to an enemy planet will be much more helpful than a base two parsecs away. And a base adjacent to a planet is very often enough to take over the planet, and two bases will pretty

19 Replies 18,869 Views

Well what does anyone think? Realistically, starbases should work almost exactly like really small planets and planets should work almost exactly like really big starbases. Production and population should be possible on bases ("colony starbase"), and it should be possible to bomb a planet to rubble while the planet fights back (only the planet

3 Replies 8,838 Views

My only real problem with this game(and all other turn based strategy games I've played) is that I have effectively won the game, long before the game is over, and beating the last three or four empires is just clean up. My real problem is that the clean-up takes for ever . On a gigantic galaxy, you need HUNDREDS of troop ships because you

13 Replies 24,363 Views

Quixen, the point simply is that Stardock doesn't want to include planet destruction techniques in the game. ...Except that they're putting it in the expansion, only uselessly. My complaint about the current system is that it takes many hours of

27 Replies 15,296 Views

what is up with people and 70+% in taxes I've done low-tax games before. Actually, they're militarily a good idea, since you can put asstons of people on your worlds with much less trouble. Still, the high-tax method makes a lot more sense (I'm paying for pretty much everything my citizens would need or want, so it's actually a good deal for th

13 Replies 9,086 Views

Are the wrong abilities always higher than what you set them to? If so, the races probably have bonuses applied, though of course I don't *know* this. For example: "I set Soldiering to 100 but it's 120!" Well, do they have Soldiering techs? Of course, this is just speculation, it's probably an actual bug.

6 Replies 8,332 Views

Are you saying that just cause I add 1 more weapon on my ship because I got more room with miniaturization that all that hull damage would be fixed by adding that weapon? Absolutely. "Fixed" it would be: Captain: "Lord Drath says we need another set of turrets on the starboard side." Crew Member: "Sir, the starboard side was ground to po

13 Replies 6,255 Views