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Tolmekian
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[quote who="ChainsawSchmalz" reply="77" id="3115693"]They also have figured out they are no match for my robot armies on the ground, and are building planetary defense structures everywhere. This is doubly irritating, as my preferred invasion tactic against them was to spy-bomb the target planet's morale structures, then brainwash the populace into fighting for me. Those who survived were given the honor of uploading their minds into superior Yor chassis. Not only do planetary defense str
[quote who="Aegix_Drakan" reply="364" id="3115324"]I might be wrong about this, but... Did you remove "industrial revolution" form the Krynn tech tree? Because I used that tech tree for a custom race I'm playing as, and I didn't pick that tech at the start...And then it didn't show up in my tech tree afterwards. As a result, I had to rush to get Xeno Factories in order to have any kind of manufacturing improvement...[/quote] I don't think I remov
[quote who="ChainsawSchmalz" reply="360" id="3115048"]So, the Jagged Knife mega event has occurred for the first time in my TA experience during my no-communication Yor game (details in the tell us about your games thread if you're interested). I'm wondering if the quicksave trick will make them a smart minor, or if there's something I can do to make them more than a 'please conquer me' race. I've also been giving some thought to weapons. The main variables
[quote who="Gaunathor" reply="353" id="3113005"] Quoting Tolmekian, reply 351Economic structures, in particular, shouldn't have maintenance costs. Stock Market already provides a better econ bonus than Malicious Bazaar and Merchant Emporium. Removing the maintenance would make it even more powerful. You would have to either increase the bonus from MB and ME or decrease the bonus from Markets.[/quote] That gets into total balance of TechTrees and improvements, and is the
[quote who="Sole Soul" reply="354" id="3113200"]If memory serves, you can name the government techs differently in each racial tree (particularly Thalans and Yor, perhaps even Iconians, possibly even Drengin and Korath-come on, who really thinks they use a normal government?) to have them give different bonuses per race without actually increasing the quantity of techs in the game or running into issues with trading/stealing. Since governments themselves are hardcoded, I assume any
It's amazing how I work through round after round of fixes, think I'm pretty well satisfied, then come here and end up with another round of fixes. Does it never end? Well, I know it does; I can actually see the light at the end of the tunnel, but it's like that dream where you keep running and running and don't seem to be getting any closer. Funny how we hit so many of the same ideas here. Just last night I hit the maintenance for the Krynn structure
[quote who="MarvinKosh" reply="298" id="3112241"]Oh, just caught this, don't build the Personalised Advertising trade good. It will crash your game.[/quote] Figure this one out? I didn't have trouble adding two trade goods, so curious what may be the issue. I like your ideas for the Drengin/Korath improvements. I may use something similar. In fact, it's not such a bad idea to have all the +% improvements provide some base output to help offs
[quote who="ChainsawSchmalz" reply="346" id="3112599"]An excellent review.[/quote] Thank you kindly for taking the time to post all that. Not only do simply I love these kinds of posts - keeps me going, you know - but you also gave me some good thoughts. Like, I need to address the AI value and cost of the power plants. I do realize that the making the Trade Nexus the way it is was pretty much a hose-job for the Korx. Like I said, I put together all the new e
[quote who="Gaunathor" reply="344" id="3112349"] The Galactic Resort is a SP or did I miss something?[/quote] My bad. [quote]Some ideas: 1. Gravity Accelerators. Change the requirement to Artificial Gravity. Makes more sense tech-wise, IMHO, and gives everyone access to it. 2. Ultra Spices. Change the requirement to either one of the Xeno Business-techs or one of the Biology-techs (Xeno Biology maybe). 3. Aphrodisiac. Change the require
[quote who="windclan" reply="22" id="3112295"]Dang, I'm doing pretty well then The second planet I colonized in my current game was a Class 26. Currently Class 31 through improvements. Got it set up as my Economic Capital and it is bringing in tons of money. Currently over 200000 bc.[/quote] What in the world did you do to get that kind of income? I've never come anywhere even remotely close to that. Even when I'm running half of an immense galaxy my total econ
[quote who="Gaunathor" reply="342" id="3112131"] Quoting Tolmekian, reply 340Giving Festival of Capitalism an econ bonus is a novel and brilliant idea. The Korx definitely need a little more help, especially as I just noticed that the FoC is the only morale structure they get. Quoting MisterAedan, reply 341Agree on both. AI Korx always seem to run into morale problems in my experience - I think it was meant to be deliberate, so you have to play like a low-tax fiscal conservative, bu
[quote who="Gaunathor" reply="339" id="3111830"]Holy wow, lots. [/quote] It would probably take me another five hours to hit every point here, but they are well taken. I actually did/am doing a fair amount of what you mention. That or the idea crossed my mind. For instance, I nixed maintenance on every GA/SP/TG, buffed the Manufacturing Vortex and Distributed Energy Matrix (for the same reasons, sheesh), considered having Drengin/Korath +% manufacturing buildings upg
Tallybot 5202: Input data . . . Analyzing . . . <span style="font-family: book
[quote who="qrtxian" reply="170" id="3111240"]I'd note that, since the LMT Corporate is "close" with you as well, if you sign an alliance they'll remain neutral in any war with the Drengin. Do the Torians and Korx have a military yet?[/quote] I didn't realize this was the case. It doesn't hold for the player, though? If one of your allies attacks another, you have to make a choice?
I did cut the food output of the Hyperion Matrix to 4, so even when they plunk it on their homeworld it tops at 20b. Of course, in the first test game they dropped it on a bonus tile, so it was back to 24b. I do agree that food production is a pretty unnecessary bonus for it.
***RESUME TRANSMISSION - SECURITY LEVEL ALPHA*** G'Norlisk: This session's ballot has an exception to the usual research format. Ld Cmdr Mekoides requested that we add a yes/no
That's almost ev
Two years? Looks like a blitz is in order, my friend! You're going to have to rally your forces to stop them at all costs!
Thinking back to mention of there being a lot of morale bonuses, I was wondering about farms . . . The idea behind giving farms a small morale bonus was to make them useful prior to planets reaching full population, and to help ease the morale crush on high pop planets. Lately, I've been wondering if I should get rid of it. Would solve the problem of the AI putting farms up on morale bonus tiles. Any thoughts on the issue? On farms, I also considered maki
Loving it. A couple questions: 1) Have you ever observed the AI switching weapons mid-game? The opportunity to do so is pretty cool, but I'd be a little surprised if the AI didn't just keep on plugging away at the same weapon type regardless of circumstances. I've noticed that the AI has trouble using weapons that are traded to them, because they don't seem to have ship designs available that use other weapons. 2) What alignment is the LMT Cor
Ld Cmdr Mekoides: Have no worries, Councilor qrtxian, we intend to leave the Sakkra as they are. We'll dispatch an emissary after passions have cooled a bit and they have resigned themselves to def
***RESUME TRANSMISSION - SECURITY LEVEL ALPHA*** Ld Cmdr Mekoides: &nb