[quote]That's all and good -- but how do you manage to set up the infrastructure for accomplishing this? Your strategy still assumes that you have much more research available than they do; how do you afford those labs, and that huge TA research cost? I've read many people saying to never reduce the production slider from 100, but I have to almost always -- I simply bounce over and under the -500 each turn otherwise, and my morale crashes. By the time I strike a balance, I'm not out-researchi
Xevali
[quote]Variety in parts or hull elements can enhance the level of creativity given to players in great lengths.Including some kind of control over "internals" of ships. I could even foresee a feature driven capacity for additional gameplay options with such resource(s). Troops IN a transport, being just one of many other possibilities.[/quote] Yeah, having something like the insides of a ship visable.. where you can see little soldiers in their quarters shining their shoes, crewman main
[quote] is it a grittier realism in particular you were after?[/quote] Nothing that changes the overall game, but instead enriches it. I believe the game kinda stumbles because of how it washes away meaning and it's own 'flavor' with pointless chores, repetitiveness, and logical improbabilities. Like..when I was playing Dark Avatar and I had to do the same scenario map twice for 2 different scenarios... only I had to do more anamolies after I cleaned them up the first time arou
[quote] hit the "A" key.[/quote] *Chokes* *Falls Down* But thanks for that.
[quote]I've tried turning on tech trading (I normally play with it off, so I can get further ahead), but the AI seems to be getting hit by the tough economy, too,[/quote] I tend to trade the most useless extreme world techs for alien cash, and bankrupt the aliens in the process. Then I cook my building, research and military production up the the max. Try to Trade the same tech to all the major and minor races in one turn - try to get all their cash...and nullify the advantage they have
- The elimination of those irritating constructors, in exchange for an on-sight Galactic Construction Company, or competing construction companies... that can build the starbases when they get payed or commisioned to do so. Managing the constructors annoys me. It ruins the immersion, and it is a chore of numbers, stats, and clicking in between loading screens. The idea of dealing with grubby, flannalette wearing alien construction bosses with some sort of dip