That is good advice, you also don't want to set habitable planets, number of planets andnumber of stars to anything less than common. You can also set anomalies and asteroids to abundant. If you really want an easy time, manually pick yourself peaceful AIs as opponents (the good races are usually peaceful).
Irenicus_Jon
I design a basic ship without any components for all the hull types and call that by the hull's name. Then, I upgrade that design into whateve I'm building. Cargo vessels are named after their designated purpose (colonizer, starbaser, miner, etc..), fighter ships are named differently, but with the same idea. A medium ship using phasors is named Medium Phasor.
This is another post to support the mega events that have been mistreated lately. I started playing the easier difficulties with mega events turned on, and as far as I can tell, they are great. They especially help when after the mid game, when everything becomes rounding up ships to build influence starbases or invade enemy planets. When you are at ease only right clicking here and there, not even bothering to do check ups on your planets anymore, something comes out and wipes every sh
I've had a few medium sized maps with 3 challenging opponents where I tried out this, it worked out pretty well, the research does not seem to be slower compared to classic builds. I can pretty much say with certainty that 30% (or about 1/3) of your manufacturing gets turned into research with this strategy, which is more than enough when you think those factories are working 100%. One downside is that when you have so many factories, after you complete a social improvement research (a
You can zoom out until everything turns into iconic representations to reduce the drain so many ships cause on your computer.
I think almost every mega event can be exploited to gain serious advantage (you can build a cheap fast ship to lure pirates away from your sector and into the AIs' for instance), so I tend to turn them off. I think the AI actually gets wiped by the disease mega event.
Usually, if you want to prevent an AI from going to war with you, just slap as many weapons as you can to the biggest fighter that you can, and build that until your military surpases others'. If you actually want to wage war, you should probably make space for some engines and maybe 1 life support. Espionage is difficult to say, some people will only spend bucks on it when they are getting spies in their empire, others keep 1-2 around and stop there, others actually use them offensivel
It's like the Trade Federation at the beginning of Phantom Menace isn't it? You either buckle up and swallow it or go put a blockade on the peaceful planet of Naboo
Drake, we are unable to grasp how you can say that a game is lame solely based on an event (or two) that you can actually turn off. An actually constructive critism would be, "I think, even though mega events are designed to unbalance the game, the pirates event is a bit too unbalancing, especially compared to the other mega events. I think the devs should take a look into this", instead of something like "omg pirates screwed my game THIS GAME IS LAME LAME LAME". And until the pirates e
Oh god just turned the thing off. You say you paid for the feature? OK, if you're willing an OPTIONAL 1$ (I'm guessing mega events equals mere cents, but lets say its 1$) button ruin the entire game thing for you, I think you have more problems than just this game.
Class 1. Nvm the terraforming improvements, even a class 1 planet has a pop cap of 6.00b, which means in time it'll pay for itself and eventually create a profit.
I tried this strategy (setting 1% military, 99% social with all planets focused on research) after reading about it here in the forums. I'd like people to read and try to verify this data. Here's what I found: - You can't do this at the start of the game, since you wouldn't be able to build any colonizers at your home planet until social projects are done, so starting off with 50% 50%, or alternating between building social structures and building colony ships is necessary (but 50% 50%
It is entirely possible to get a military victory through an influence victory if you have the influence victory option turned off. You basically flip their planets over one by one until 1 last planet of 1 last empire is left, that one will not flip (no matter what), and you invade it with transports (taking care of orbital ships if there are any). But yea, it is quite boring (I mean, after a point, all you do is stock up starbases to flip planets).
Yor. I play without the super abilities (I don't find them finely balanced), and even then, Yor. It's more of a personal preference for me (I like non-organic races), but I think the Yor have a good package as far as racial abilities&techs go.
You can also use rally points to have planets send their recently constructed ships directly to a location on the map. Two ways to do this, on the normal galaxy view, click on a planet, near the planet picture at the bottom, there's a yellow/blue button, you can manage the rally point on the particular planet there. You can also use governors (click the button at the bottom of your screen left to your shipyards button) and set any planet with no rally point (or a rally ponit you previously used)
Well, a shipyard continues making the same ship until you tell it not to, after it completes a ship, there's a button that gives you a warning and you can click that to zoom to the planet and change the next ship being built, there's also the governor option where you can change multiple shipyards building the same thing to build another type of ship. I can see how queueing ships would help (it would speed up some of the above processes as well as make them less complicated), but the ga
Everyone is wierd in their own way I suppose. But.. man.. I mean..
How I get anomalies is having +2 speed and +3 sensors (+2 from abilities, +1 from technologist government), so my initial survey ship has 5 move and 5 sensors. That seems enough to rush the anomalies alone (the sensors and speed actually help a lot later as well). I play on medium maps though (bigger ones bore me, I like quick games).
Try targetting more important buildings with your spies (like manufacturing capitals and such) since a spy actually disables the building you put him into (I think). That might slow those empires down. Though I'm not sure if an all out espionage war is actually feasible. Oh, you might want to get some military around to keep them from attacking you, maybe research diplomacy all up to majesty as well, to build a spin control center (which seems pretty effective at keeping the AI off your
Oh yea, when you pay off the agressor to leave one empire alone, it should get you lots and lots of love from the empire getting attacked. I remember I saved one of the AI from another 3-4 times in a game, and they didn't change much diplomatically. In my opinion, they should be in love with my empire
You can pretty much wipe the floor with the AI if you build one spin control center and keep pumping star bases (spin control center to keep an obscenely high military rating so they are afraid to attack you). I've had games where Korath and Drengin alike thanked me and paid me for taking their planets.
Do you immediately start building infrastructures at planets you have newly colonised? I mean, the planets other than your original starting planet? I find that holding back on developing your new colonies until you are ready to afford it helps a lot.
Any way to manage >22.00 habitants planets without getting exponentially unrested ? Well, no.. I imagine if we had 22 billion people on Earth, the reality shows on TV would have to be REALLY good to keep us obliviously happy.