Still, the ability of the AI to effectively use starbase movement is probably the prime determinate of whether or not this has a chance of eventually getting into the game Getting the AI to defend against the strategy could also be hard.
Jeff Graw
How many times have you sent out hoards of constructors to a sector in order to build a starbase, only to be jumped by pirates or a newly acquired enemy? I used to have that problem too. Now I just create a waypoint where I want to build a star base, and auto-send my constructors there. I also make sure my constructors are fast enough to get
it seems as though two farms is the maximum (from an efficiency point of view), any more and the moral factor starts getting pretty horrific. Also, with higher populations you need moral buildings to keep your people happy
As much as I would like to agree with you, that is not the case. I have witnessed first hand that he does admit when he is wrong. I guess I haven't been around here long enough
Awesome, very awesome. I also checked out his Nirvana spoof and nearly died laughing.
Sounds cool. I doubt we'll see anything like this in Galciv 2. But if enough people like the idea, maybe Stardock will include this in 3.
Umm you would lose both. Even if you win the invasion you will lose the ship. I've found that I only lose ships I cannot refill. What version are you playing?
From what I have seen this is not true. Research score is based on research production not total amount of techs researched. There appears to be no penality score wise for tech trading. Sorry, you misunderstood me. What I meant was that was that you get less points by relying on the AI to trade tech with you than when you build enough research in
Very wise. not sure it would work in my case tho because i am under attack from 2 enemies. one is using lasers and mass drivers, the other is using lasers and missiles! Ouch! 60/20/20 might work with shields being 60, or you may just be better off with smaller ships. The best way to find out is to experiment and use your findings in a later g
The disadvantage of larger troop transports is that they need to be able to fill them after the battle or you will lose them. The advantage is that they take less logistics, and they are easier to manage. Anyone know which transport you would keep if you had 1 1-billion transport and 1 4-billion transport, and you lost 1 billion in the fight?
It irks me to get rid of my trade tech like that, but I better get with the program, or at least turn tech trading off. I wouldn't. You can use the tech trading system far better than the AI can. See my earlier post. Oh, and don't forget this. 100% doubles your reproduction rate. IIRC 75% increases it by 25% and 40% halts it. So, if you
Another tip for you Morty: Be neutral. Neutral civs make the least enemies and have the best bonuses, and you get the Neutral Learning Center, the best research tech in the game (you just need to make sure to manually upgrade all of your old research tiles with the NLC)
I'm wondering, maybe that's how they outpace my research. I trade techs, but I am typically stingy and don't do very much of that. It's hard to give a good tech up. IMHO good diplomacy is the most useful thing to have. With good diplomacy you can screw even suicidal AIs in deals. Remember this for tech trading: even if you can only get o
"Also, if I make mistakes/step out of line, I expext to be called on them" changed my thought process on your comments I've seen before on here...Not that you really care... I've found that if you call him on one of mistakes he's more likely to just argue. Anyway...
You may be beating the suicidal AI easily, but I'm not. I'm beating it, but by no means is it easy. Good point. It works the other way around too. You find it a lot easier to make tons of points, while I don't. I think it's due to my style of play. I have a system of beating the AI, but it doesn't really maximize points. I'm going to have to try
I have decided to convert another planet over to stock markets and see if that gets me out of trouble. Remember that farms are at least as important as stock markets, as they increase your taxable population. Also, with higher populations you need moral buildings to keep your people happy.
I don't see how this would get you past the 4 SB rule. When an AI surrenders to you all his SB's go bye bye. If you had 4 SB's in the sector before he surrendered you'd still 4 SB's in the sector after he surrendered. Plus I think 4 SB's per sector is quite enough. Oops, for some reason I thought that it was only when you conquered them that thei
Interesting theory, how would you defend against all 3 weapon categories at once? Since the AI is most happy to change it's weapons, creating an invunerable fleet seems impossible? You try to change with the AI, kind of like rock paper scissors. Other times, the AI doesn't have any good technology for a different kind of weapon so you don't need
Is that in the current beta build now? Darn you Brad, now I'm going to have to spend money on a new CPU
AFAIK that only applies to your own SB’s not any your opponent may have in the sector. Correct. I see no issue with this, if you already have econ or influence or even other military SB’s in the sector you would e
Sorry. but they are not getting my email address. Make a new one on gmail, hotmail, or one of the other free providers to use on sites like game spy. That way, you don't need to worry about annoying spam.
Edit: Excuse my typos and grammar errors. You need Firefox 2.0; built in spell checking!
Any plans on a scalable system that will use all the cores available to it? That would be cool, because as systems with more cores came out the game would become more and more interesting. Another thing, in the future, would metaverse score take into account the power of your processor?
In short,,that means that the workload raises far more rapidly than the suggested hardware upgrade can compensate for. You could even look at it this way: Most computer chess programs can easily beat a human opponent (chess masters not includ
No. But the AI will design it's own ships based off of the technology that they have. The more challenging AIs will design faster colony ships in a very short amount of time.