Putting them in separate fleets would be ideal, but if you don't like that kind of micromanagement then just stick them in with the rest of your fleets, it shouldn't make a huge difference. Turn that planet into you manufacturing capitol with a pile of factories and you will see the benifit. I always take a sizable pirate bonus on any reasonable sized world.
Happy Chemical
The NLC is the only building in the game that does not automatically upgrade properly once it is discovered. This is not a 'feature' and is not the inteded function therefore it is a bug regardless of why it is hard to fix or why the coding acts like this. It is not a game breaking bug but it does mean that the player has to spend quite a bit of time moving through planet lists and fixing it, so it is annoying. If the developers can't spare the time to change the code to fi
I tend to find bonus tiles more on planets below size 10. Big planets will often have none while size 7-9 planets will usualy have one and often have lots. You wouldn't be able to see the added benifits with the Luck attribute without a statistical analysis, so its anybodys guess whether its worth the point or not. I figure a point in morale or research is probably more usefull since you get the bonus every turn, but you only get events (good or bad) once and a while.
This is an annoying bug, but its good to see that the exterminators are working on it. IS there any situation where the PQ number and the number of tiles should be different and are invaded planets supposed to get all the race pick and Neutral Alignment bonuses that colonized planets do?
I think getting close is tricky unless you have a stronger military then the AI you are trying to befriend. On a side note I saw 2 AI's make an alliance with each other for the first time! In all the games I played that has never happened before.
Crank up the difficulty, play with all opponents and drop the map size and habitable planet quantity.
Anything 10 or above gets a farm, a morale building, starport, 4-6 factories (8-10 if the planet is big or it is later in the game), and the rest filled in with economy buildings. Research is crammed on extra planets and a tech capitol. Small ones get wonders rush buyed on them, especially the morale ones because they are so cheap and the AI generally ignores them.
Even if the AI knows how to get sensors it still doesn't know how to translate this into superior tactics. The AI learning what to do with sensors would only help if it knew to attack transports, sneak past fleets to invade lightly defended planets, hit military starbases first and launch Blitzkreig attacks. Without this the AI simply has to smash the player with greatly overwhelming force over the course of a few dozen turns.
Tax money from population is calculated using the square root of population, also the effect of morale bonuses decreases as population increases, so one farm might need one building while two farms will need 3 or so. All in all I find it much better to just stick a farm and morale building on every planet above size 9 or so.
Actual production times for social projects and the times given on the planet screen are different, the actual time seems to be about 25% longer. This only seems to happen when I mess with the military/social/research sliders. AI ships have a tendancy to get stuck. They just stop moving and sit there no matter what is going on around them. This seems to happen most often with transports and invasion fleets, as well as culture flipped planets.
What I hate is when I am massing transports and stuff in one empires space, and someone else sees them, and declares war on me.
Turn that insane AI research to your advantage, take a high + to diplomacy, form some alliances, and buy whatever you need from them. Also, don't forget to park constructors next to the resources of AI's that are at war. The AI likes blowing up starbases alot more than it likes bringing in constructors to replace them.
What are they going to say for something imaginary like a Graviton Gun or Level III Warp Drive? A joke or something dumb is probably better than a paragraph of meaningless technology words.
This seems to work intermittently though, sometimes I can park invasion fleets inside their territory and nothing happens, other times I will have invasion fleets prepared to attack one race, and another race on the other side of me sees them, freaks out and declares war. I think it might be that if an AI thinks you don't like it and sees you preparing for war then it assumes you are coming for it, but if it thinks you like it then it lets you continue. I do like how it seems to give AI's pers
What about a political capitol on an influence or morale tile?
I love my Huge ship mobile fortresses. Is the 125% cap still in place (I sorta don't want to encounter Yors running around with max miniturization tech and multiple Hyperion Shrinkers :o )
1) Keep your morale high, at 100% at least for the beggining. You start with minimal population and minimal economic bonuses, no matter what your tax rate is you are going to get minimal cash from your people. You are better off having your people create more people, rather then cash. Once you have some economic buildings up and some more population (or you go broke and have to) then raise taxes to get some money. 2) On any map where you expect to colonize more than 3 or 4 planets do
The AI has a tendency to do silly things, like put 3 farms on one planet and none on another or build an econ capitol on a morale bonus square. Also, the AI seems to often have pitifully low morale (it rarely researches morale buildings, and it cranks up taxes, which means its population stays low which means it has to crank up taxes and so on...) If you maintain population growth and morale you should be able to have an efficient and growing economy, especially with growth or econ bonuses. <
One problem with the alignment system I notice is that if you chose an inherently good race you can take all evil choices and still go good once you get Xeno Ethics, or better yet, take all evil choices and go neutral for all its great bonuses.
If there are only a handful of habitable planets on the map then directly purchasing colony ships works fine, by the time you are out of cash there are no more juicy planets for taking. On larger maps with more planets you will want to buy and build the factories and then switch to military production and crank out colony ships until money or habitable planets run out.
Since taxes are based on the square root of the population, and morale becomes exponentialy harder to maintain as the population increases, I stick one farm and one morale building on every 10+ sized planet and only build on food bonus squares if there is also a morale bonus tile. Morale and money generaly are not a problem for me, just lower taxes until you are happy. Remember, once the planets have stopped growing you only need to maintain ~65% for the elections. Also, try and get harmony c
You probably want to get your infrastructure up on most of your planets before fighting anyone. I spread out my non military research to take advantage of all the bonuses and new buildings. Check to see if your neighbors like you or not, this will probably determine how worried you need to be about being attacked. There are probably some posts around here about planet development, those can be helpful. Some people specialize each of their planets, I only specialize small planets
This is just a minor bug, but I have found that if a minifreighter (or ship from a different race, which is probably a bug itself) and a planet happen to occupy the same square you can click on it, then double click on the planet icon and see its planet screen regardless of your spy level with that race.
Above crippling I believe the AI gets the 200% bonus to everything , making it simply impossible to keep up in the beggining. To expand you will probably need to gang up on the losing side of a war and grab some planets before the winning side does.
You can grab all kinds of goodies when the AI goes to war. I always park constructors next to resources, but you can get planets this way as well. Once one side starts to lose bad, and cannot field any more fleets, I park transports and whatever ships I have a turn away from planets that I want from them. As the winning civilization chews through their defences I grab lightly defended planets from the loser, leaving useless or very high population worlds to consume their transports (on the oc