BambooKing

BambooKing

Joined Member # 2588319
1 Posts 49 Replies 548 Reputation

The military buildup and later wars that ensued were just amazing[...] This happened to me. The Torians were isolated, got the event, and took ALL of the planets in the corner. Some 15 to 25 or 30 worlds. They went from weakest to second strongest in no time flat, and my allies were tangled up in wars with our enemies. So here came the T

5 Replies 4,983 Views

No, it didn't. But we were on what I perceive to be different topics entirely, so my comments were misleading. No hard feelings here at all, man.

22 Replies 16,867 Views

Don't get me wrong. I'd love to see a real surgical strike option for fleets in the game. But orbital bombardment implies, uh, being in orbit. That's where I was coming from. If you're talking about standoff weapons, that's another matter entirely, and I think it's entirely plausible. I'd love to see it. It also, as you've pointed out so well, makes sense. Cripple your foe. But I thought you meant orbital bombardment. My appologies. On the ot

22 Replies 16,867 Views

Smaller ships?!?!?! Yeah, that's a good point, I hadn't thought about that. But despite that, it does not change that in a bombardment situation it would still take time to get into position, and the enemy knows you're coming from lightyears away. Anyone sane would utilize planetary batteries in such ludicrous numbers as to bathe yo

22 Replies 16,867 Views

It's not hard to make one part look like a different one by making it intersect other parts. You can also make custom colors using the sliders in the color select. http://i100.photobucket.com/albums/m40/BambooKing79/ProvidenceClass.jpg http://i100.photobucket.com/albums/m40/BambooKing79/SalamanderClass.jpg All of my ships tend to use pretty basic stuff in pretty basic ways... But, for the most part, each of those two has a few creatively aligned portions. Though, t

3 Replies 3,337 Views

I make 280 of my 4919 weekly BCs from trade, less than 6% (I even have econ bases along the trade routes), and I make 813 BC from Tourism, and thats ~16.5%. On the average, I rake in 1200 to 1500 BC per week in trade alone. With 90 to 100 percent approval. Add that to my taxes and tourism (I always go Neutral), I bring in roughly 3,000 to 5,000 B

12 Replies 9,427 Views

How do you 'pulse' a missile? As far as I know, the only pulse weapons are energy weapons, using a 'flickering flashlight' effect to keep damage constant over time and using less energy. Feasibly, a 'pulse' mass driver might be a giant machine-gun, and 'pulsed' missiles might be guided rockets... But a rocket large enough to substantially damage another ship would have to be fired in massive numbers. I daresay you would save no space or money. As a side note... <br

110 Replies 44,645 Views

I've only played three games since 1.3 and 1.31 consecutively... But as I recall the last two AT LEAST (with tech-trading always turned off), the AI have all used missile weapons and defenses. It does make it pretty easy.

12 Replies 8,350 Views

My last game was almost completely turned around. Next to me, the Arceans were the most powerful, followed by the Altarians and Terrans, then the Yor, Korx, Iconians, and Torians. Our of nowhere the Torians (who were alone in the corner surrounded by 3 systems and with only 3 colonies), got a precursor event that increased the PQ of every world within 2 sectors of their homeworld by 10. TEN! They made a huge comeback and demanded money from me to keep the peace, I reje

12 Replies 4,457 Views

Actually, modern predictions state that the U.S. could fight and successfully defend a large-scale invasion from space with conventional nuclear ICBMs; no matter the source. I know this is propoganda, but that's not the point. Guided missiles intended to shoot down warships would be not only big but numerous, and possess the same, similar, or only slightly more crude technology as the attackers. And they would likely be very effective, particularly in their large numbers. Expen

22 Replies 16,867 Views

I make quasi-majors out of minors by giving them worlds. It's great fun. They don't project any influence or control any space, but if you ramp up their economies they will fight when attacked, and will be aggressors. For this reason they're usually my best allies. No competition for territory. But for all that there are a few minors who never become belligerent, even though they build warships. The Jessuins usually do, and the Snathi are awesome fighters. But the Scottlingas a

8 Replies 5,653 Views

Easy way to find out is to build two military starbases, and put the ship where their ranges overlap, and look at their attack/defence scores. Not really sure about economy 'bases, but I'm fairly confident they stack. Just for good measure I put 2 or 3 around my primary money worlds.

3 Replies 2,131 Views

Wow. My taxes are never about 36 percent... Ever. And I still have a huge income every turn. In my last game I walked away with 780,000 BC in the bank and a 3,750 BC per week income. I just made two key allies, and traded with them exclusively, and fostered them. This was on the next difficulty up from Normal. I can't remember the names either. My approval was 98 percent, and in a Democracy, that's handy. Populist party. That was all with an 18 percent tax rate; which

22 Replies 8,732 Views

Here's a couple of my own. More to come. These three are based on the same hull; Altarian cargo. They're the staple vessels of my Exchange Confederacy empire. The Reclaimer-class is a constructor. http://i100.photobucket.com/albums/m40/BambooKing79/ReclaimerClass.jpg The Providence-class is a freighter. http://i100.photobucket.com/albums/m40/BambooKing79/ProvidenceClass.jpg The Providence is twice as long as the standard hull. The Bas

764 Replies 1,032,597 Views
Reply to Question in Game Talk

I heard somewhere that you should keep above 70% (overall, at least) once representative governments come into play (as I have noticed that the voting does deviate about 20% around the Approval). I suppose one or two in the yellow wouldn't hurt, though. As you say, avoid the red per planet, but keep in the green for the empire-wide rating. Yeah,

9 Replies 6,720 Views

For me is not working, I have to keep taxes high only to don't loose money! The answer is trade.

12 Replies 9,427 Views
Reply to Question in Game Talk

Personally, I run my tax slider so morale is just above the red on my home planet. Once I have a lot of things like morale improving trade goods, morale mining resources, and galactic stock exchanges, I can get morale into the green. Even with the spices trade good and super low taxes (among other things), the morale on my capital world is yellow

9 Replies 6,720 Views
Reply to Question in Game Talk

My tax rate is usually a steady 12 percent. Ha. I rely on trade for all my income, about 1200 to 1500 BC per month. I prefer playing as a trade empire, and I'm always the wealthiest. Thanks for the help Kblore and Tertullian.

9 Replies 6,720 Views

Would the United States trade Alaska just because Europe was willing to give us Spain and Portugal? I don't believe the op's argument was trading planets, but donating them to foster better relations. For instance, if early on, you see the civ you want to ally with is in a weak position, I'll hand over planets to make a stronger bond...

28 Replies 16,724 Views

Maybe I'm a total noob. I think I am. It's so strange, in my opinion, that my capital world is always so displeased with my even-handed rule. But all my other worlds love me to death, approval is 90 to 100 percent. Average population on each of said worlds is between 20- and 30-odd billion. Now, sometimes I end up with three or four worlds in the 50 to 60 percent happiness range, but no end of things I think will work ever do. Build a ton of virtual realtiy centers? Nothing. Mo

9 Replies 6,720 Views

Three words. World War One. To briefly explain, Gavrilo Princip assassinated the Archduke of Austria, sole heir to the throne of Austria, in mid-1914. And the snowball effect took place. Everything went downhill, fast. Now imagine races of aliens, who know little to nothing about one another. "Those bloody Terrans! Let's kill 'em! Revenge!" Makes perfect sense to me.

6 Replies 6,838 Views

Carriers are actually considered super-capital ships, much like dreadnoughts. Battleships, battlecruisers, cruisers, and destroyers are standard capital ships. Frigates and corvettes are escort ships, and not considered capital-class vessels. Therefore, I think it would be entirely plausible to include carriers, despite the scaling issues; merely make carriers super massive; roughly three or four times larger than the Huge hulls. I think, in all honesty, there

18 Replies 14,010 Views