Oh one quick note: beyond the above--having full troop ships just outside several AI planets should immediantely signal an alarm and action! It already does. Start playing on harder difficulties. <br
Stush2
Oh one quick note: beyond the above--having full troop ships just outside several AI planets should immediantely signal an alarm and action! Cheers
(1) One thing I don't like is I can send 10 fleets to an AI's largest 10 planets. Then on the turn I declare war, I can pretty much capture those 10 planets generally locking a victory even against a stronger opponent. On the flip side, if an AI declares war on me, only then does it start invading my "space". Suggestion: Introduce the concept of air space (space space?). Allow a player to attack ships in their space without declaring war. This would put humans and AI on more fa
Has anyone noticed that setting capital spending to 99% will disproportionately increase your income? For example, 100% --> 235 income vs 99% --> 249 income. I generally leave spending at 99%.
I've been playing on hardest difficultly level with the following restrictions (to make a very challenging game): 1. cannot build a spin control center 2. no tech trading 3. only evil opponents 4. MUST DECLARE YOURSELF GOOD So far I haven't been able to beat it (though I only tried a couple times).
All true, but I've had my three biggest manufacturing planets secede because I didn't keep them happy enough during wartime. I though secession was due to influence not moral?
If you have some large population planets that are unhappy, so what. Happy people and unhappy people pay the same taxes. And those high pop planets are hard to take over with ground invasions. As long as you are winning your senate elections, I wouldn't worry about it. (Another way to look at it--you want high approval to build population up. But once it's built up, their happiness doesn't matter as much.)
-Should I try to turn my home planet into a maunfacturing giant, so I can pump out ships as fast as possible, without having to establish a colony for that purpose? I don't see what advantage this would have. Your colonies won't be that far behind your home planet. Choose the best colony this purpose, e.g. starship bonus or several manu. bonus ti
A different way is to set your industry to 100% social production and buy and build factories until you have enough production capacity to build a colony ship every other turn. Once you've got that, switch to 100% military production to build the ships. Better approach: set social to 100%, build/buy factories until you can produce a ship every ot
One other tip for the colony rush on large, abundant maps. Once you get your colony ship producing planet(s) stable (e.g. one ship every other turn), stoping social projects on that(those) planet(s). Then set (globally) military to 1% and social to a high %. Why? Because unused social points transfer to military points. So your colony ship producing planet(s) will have high militry production and your new colonies will have high social production.
-Should I assume my closest neighbor is going to turn on me soon, no matter how nice I am? Is the fact that he always seems to do so my fault? If so, what can I do to make him happy? It sounds like in general you are not paying attention to the reports section of the diplomacy screens. There you can see why each civ likes and dislikes yo
Since you can build cargo hull transports that are at least twice as fast as your warships, I really don't bother with armed or armored transport. I just have my transport lag behind by warships out of range of the AI's warships, but in range of my target planets.
- Starbases in general are to weak! When it go to war almost all starbases are gone away and they never can't defend themselves. So they are not useless at all but I use only the starbase modules for plus on resources or trade modules. Never in defense or attack module. First fight with an enemy and the starbase is gone. They would need much more power! </T
- Secret Police Center (too small morale boost - tested even on v.high population planets and it was still worse than normal morale booster buildings) - Galactic Guide Book (no anomalies left by the time when it's available) - Survey Module (no anomalies left after I can build it) Agree, useless! <TABLE cellpadding=8 width=
Try playing on the highest difficulty setting. Tech trading off makes it tougher.
I just started my first game at maso (or whatever the highest is) having won on all lower settings. So far I'm hanging in there. There hasn't been any wars yet. I just got the evil weapons so I'm gearing up to take out my weakest neighboor. I think on maso you need to really focus on your ecomony to compete because the AI gets a 200% bonus.
Greetings...I'm new to 4x games in general, but after a little messing around to get the hang it, I've played two games on "Intelligent" and crushed the AI (large+5 opponents; huge+9 opponents). So now I'm ready to try a very challenging game. What are some setups you found particularly challenging yet still fun? I assume bumping AI level up to max. But what about initial dispositions, galaxy setup, special rules, etc.? Cheers, Stush
Greetings...I'm new to 4x games in general, but after a little messing around to get the hang it, I've played two games on "Intelligent" and crushed the AI (large+5 opponents; huge+9 opponents). So now I'm ready to try a very challenging game. What are some setups you found particularly challenging yet still fun? I assume bumping AI level up to max. But what about initial dispositions, galaxy setup, special rules, etc.? Cheers, Stush