I'm saying that with the same morale bonus's and same population -- planets will have varying approval ( more so than I noticed pre 1.3 ). That's definitely a change. manually cancel the upgrade On
Mumblefratz
I'm saying that with the same morale bonus's and same population -- planets will have varying approval ( more so than I noticed pre 1.3 ). That's definitely a change. manually cancel the upgrade On
I was putting the extra pop in transports and then was just going to offload it back on the planets at the end. Cute. Your probably wrong and your probably not gonna like it -- it varies a lot from planet to planet --
I was going up to around 30T total pop with just 379 planets 30T / 379 = 79B per planet. That's impressive. I'd ask how you managed it, but regrettably it no longer matters.
However, it generally *is* better to build them near the home planet because freighters get an income bonus just for being near their destination planets (at either end). That way you end up with a bonus acting on a bonus! Also, if you're going to have an economy starbase for trade purposes you may as well add the modules that give your planet bo
Don't know how many morale resources you have but you should be able to get 21-22B pop with 100% morale in 1.2. Got only 5 morale resources. I got slightly shorted on everything except for influence, of which I have 9 (only bothered to use 4). But yeah, with the morale tech/wonders/resources, 20B is not a problem which is what I have on civilization c
In the early game when weapons have low attack strength, defenses are useful but in the late game they are overmatched by the much cheaper weapons. Say a very expensive dreadnought loaded with advanced expensive defenses attacks a fleet of several fighters loaded with much cheaper advanced weapons. Odds are your dreadnought will roll a low defense score against a high atta
Acutally, I have 50 planets that form my production core with about 10 factories, an advanced farm and the rest stock exchanges. All other planets have the initial colony an advanced farm and everything else stock exchanges. The only exception is a single quasi research planet which still has a lot of stock exchanges on it. I'm not sure but I don't think Mind Control Center compounds all the other bonuses. I think it just gives a straight 100% bonus. My total economic bonus from stats a
BTW there's no reason not to kick the tax rate to 80%; -122% morale for 79%tax rate and -123% morale for 80% tax rate. I know. But I pretty much always use taxes on the nines just to give myself a buffer. It's a habit. I wonder if I'm in trouble or something. The last post I see is the "Question about manufacturing" post from today at 9
Mumblefratz, have you built the Mind Control Center in this game? Yes. I went Evil early and got it as soon as I could. IMHO the Mind Control Center is the single most unbalanced thing in the game. The extra 100% economics bonus is big but I've done almost as well playing neutral. Most games you get 6 economic resources on the gigantic abundant
If you end this game before the end of 2231, it will be reported as 6 yrs long. I wonder what your score will be. Is it a Metaverse game? You did this with v1.31? It is a metaverse game but I started it Labor Day weekend so it's still v1.2. I'm hoping for 300K but who knows. <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class="mb-
He's definitely spending the extra cash to get the bank account under 20K at the end of each turn. He probably also has the double economic event in effect. Most of the time I'm getting it below 20K. Sometimes it's hard to do. I'm buying about 25-30 battleships a turn with 12 black hole erupters that with my military bonus have about 1100 attack
What is the date in the game? What is your empire's population? How many planets do you control? What is your economic bonus? It's May 2231. About 5.5T. 496 Not exactly sure (not at the computer that the game is on atm). Have 5 economic resources at 44% plus 20% Federalist and 30% racial ability. Other than
Would you be willing to write up a strategy guide? Sure. But it's not anything real complicated. Clearly you can't get to these levels until near the end of the game, when you have a lot of planets and control of all the economic resources. But focusing your strategy on economics throughout the game results in an economy that generates tens of th
Getting tired of hearing people talk about how good their economy is "raking" in the cash at a few thousand bc's per week. This is what a "good" economy looks like. BTW the v1.31 rule changes don't really significantly change my ability to achieve this.
Nice idea. The only downside is that for metaverse games it would effectively lower the difficulty. But it might be interesting to try anyway.
You can keep your morale higher and beat the Torian in the rush at the same time. Focus your home world to mil and crank out a few colony ships. Succinct, to the point and effective. Good advice.
By the way the max pop of a class 4 planet is not 2.5B and is not 4.5B for a class 5 planet. Those are just the population where the population growth stops. So why not put down a farm and 3 stock markets and import the population? Yes you could, but why would you bother? This point was in regards to putting an entertainment center on a PQ4 or PQ
Certainly you could add a starport (as I mentioned), but I thought the major point of the OP's question was what to do with small planets without a starport. In no case I can imagine, would you ever need a morale building on a low PQ planet. The max pop is 2.5B for a PQ4 and 4.3B for a PQ5. The base morale at a pop of 5B is 91%. If you can't keep at least 5B pop happy without a morale building there's something seriously wrong with your strategy.
If you don't have a starport on the planet then there's no reason to have factories. Research is probably the best thing to put on small planets because research output isn't dependent on population and there's no real advantage for it to be concentrated on any one planet. For my PQ4's I build 3 research buildings and that's it. For PQ5's I might put three factories and a starport and use them to produce constructors or small fighters, but they're not much use for producing capital ship
One way of dealing with a race that's been difficult to deal with in the past is to be that race. Another is to not select them as an opponent. The point you make is why I always either select the 20% morale racial ability or chose one of the races (Torian or Drengin) that have a "free" 25% morale ability. But neither of the above help you in your current game. The following are some things you can do. All of these things require research and therefore take research time from
As a new player that never played anything before 1.3 I don't think it is "too hard" as a game. It may very well be "too hard" compared to earlier versions because it broke your favorite strategy, I can't really comment on that though. If you play it as a new game and compare it to other games rather than older versions of itself it feels well balanced and definitely not o
For specifically the custom race, I would take 70% pop growth (6 points), 20% morale (3 points) and the last point on 25% luck. For party I take the Federalists for the 20% economic bonus. As far as the other races, I used to play the Drath because they have the best total of "free" bonuses. However, I've come to the opinion that the best choice is Torian (or Drengin) for the "free" 25% morale bonus. To that I add 70% pop growth (6 points) and 30% economic bonus (4 points) and then the
Plus you need to set the GC2 resolution to be less than your screens resolution.
Also, players tend to do things the devs can't, because the pool of players is larger, therefore- the devs won't have a player as good as the best of the playerbase- who discovers these exploits. I wouldn't bet too much on this. It appears to me that the developers who post are kind of obliged to have some games posted to the MV to show at least