Nobz Leader

Nobz Leader

Joined Member # 2833885
4 Posts 11 Replies 185 Reputation

We all know this game will work only if you listen to the suggestions of your fanbase and incorporate their ideas into the game. By which I mean primarily me and my ideas but don't tell anyone.

54 Replies 156,244 Views

I know base range is scaled with map size but I want to reduce it to a minimum so that I may have longer games. I feel that civs spread too quickly on immense maps and the colonizing race becomes a breakneck competition partly predetermined by the starting position. I already got the mod to reduce tech speed by 8 times (it should be slow enough) but the range thing is bothering me.

3 Replies 5,737 Views

Another thing that came in handy was buying off all of the research and economical treaties at whatever cost except for giving a treaty in return. This way I had economy treaty income that was as big as my tax income since it got me money from 9 civs which I assume should also go on my naughty list. Though when the UP trade decision to double trade revenue and the mega event that tripled revenue kicked in I was literally bathing in money.

6 Replies 8,844 Views

I got my game settings to be as realistic as possible (i.e. progress is as slow and habitable planets are as rare as possible): Research is very slow, habitable planets are very rare, uninhabitable planets are abundant, star systems, asteroids and anomalies are also very rare and the galaxy size is immense. The AI was set to 100% natural ability, 100% income and 200% processing power ("Bright") I did this because I wanted a refreshing change of pace - every planet would matter

6 Replies 8,844 Views

[quote]Maybe the Thalans feel ignored so come up with some preposterous story just to get a little attention...[/quote] Which could turn out to be NEGATIVE attention, so I can merely express my doubts about that.

33 Replies 22,895 Views

I'd go 40k too, but Soul Storm (shitstorm) is a disgrace to the serial if you ask me. They didn't even patch it yet, and there are a couple of bugs that are literally game-killers. But it's still a good game though. Took hours of my life.

10 Replies 10,768 Views

Now we have billions of credits. Should that be so? If One Credit is roughly one dollar, then in my humble (and worthless opinion) it should not be so. Pay one BILLION ( 1 000 000 000 ) credits (dollars) for maintenance of a factory every seven days (unless weeks aren't weeks anymore). Also paying some 574 Billion Credits for a small ship would seem unwise since the maximum value of Microsoft at it's peak was roughly like this. I certainly don't get it. Comments?

20 Replies 22,547 Views

[quote]The trouble is that the AI probably will not be able to take advantage of this concept. As it is the AI already misuses some bonus tiles, I can't see it keeping track of clusters.[/quote] Nevermind then.

7 Replies 15,694 Views

[quote]I already see this as developing one of your major cities on the planet into a major industrial hub[/quote] Even so cooperation between two industrial hubs would be beneficial, irregardless of their size.

7 Replies 15,694 Views

It's simple, really. Make a troop transport next to all of your planets and when and if it happens just take them back. The Pirates have no tech advantage nor soldiering IIRC.

6 Replies 7,700 Views

My idea is as follows: You have four tiles left for building on a class 8 planet, and they are positioned in a form of a square. If you build factory on one, and another one on the one next to it, the factories would link, and work together to make higher industrial outputs. Do so with two left tiles and what you have is a mega-factory. My suggestion - Building same improvements on tiles next to the first one (the factory) would improve their overall efficiency. Here:<

7 Replies 15,694 Views