Franco fx

Franco fx

Joined Member # 642180
42 Posts 661 Replies 886 Reputation

The AI must need th UT. I have traded UT and even xeno Communication with several of the AI characters. This is a change from GC1 in which you could not make a trade with UT

18 Replies 19,254 Views

You need at least one factory to get the other stuff built. You need at least one entertainment complex to control moral. Then you can build multiple markets and farms as needed. Multiple farms do not speed up population they just raise the cap so there is no point in building more farms until you start getting near the cap. Combo of happy population and market centers is best, along with a econ capital if it is your best money ma

4 Replies 3,739 Views

The game should calculate military power with an algorithm of fire power and number of ships. The AI often shows up as strongest when they got nada but a bunch of weak slow defenders. Not exactly on topic but still a fact related to quantity of ships.

10 Replies 17,051 Views

How far off are your hulls? The Drengin get some military bonus (which you could also choose) that may give them a bit more room on their ships but it wouldn't be more that 4-5 points, I would think. The AI also hunts anomalies with a passion and that could provide some starship bonus as well.

23 Replies 15,720 Views

Keep your taxes as hitgh as possible and set spending to 100%. Check you sliders often and adjust as needed. Early in the game you may need to fall below 100% a few points to control your deficit but by the end of the third quarter you should be solidly in the black (green) and never look back. Set your military spending up to where you build the improved colony ship in about 5 turns. On a tiny or small map you might need to buy a couple of

17 Replies 47,368 Views

Well, all the ships are supposedly built in orbit anyway If the AI can be programmed to handle it you could make a Econ (mfg) strabase a prerequisite for huge hull ships. Other than that it might be nice to have the constructors carry the module for a particular kind of starbase instead of just a choice. That might open up the possibility to retool an existing base rather than building a new one with the additional logistics cost.

9 Replies 27,933 Views

Yep, I also played a big map for a week on challenging after setting the game up on Metaverse. Finally won the game with the highest score I have ever made and I did not get to post it. Not a big deal since I am never going to be a top player anyway but it certainly does not encourage the use of the system.

21 Replies 15,229 Views

Outstanding!! Too bad that even with reviews like this there is still a screaming minority that expects every game to be all things to all people.

8 Replies 7,388 Views

Entertainment networks are not enough. As your population grows, you need to resaerch the tech that will upgrade the network to Multi Media, Stadiums, etc. Each one of those tech raises moral even before you upgrade. You also need to find and mine moral resources. You can also consider the moral trait as a race elective and the Populist political party which give you a moral boost. Build projects like frictionless clothing and harmony crysta

5 Replies 4,260 Views

The way to know for sure is to mouse over moral in the planet screen. If there is a moral bonus for HQ planet you know the game sees the planet as high quality. For anything less than PQ 11 it doesn't matter as long as you can build on the tiles

16 Replies 6,800 Views

Auto survey only find the anomalies that show up on your map and even then it misses some. I don't build a lot of scouts either (especially on small or tiny maps and the one thing I can't beat the AI on is finding anomalies. They go after them with a frenzy. For that reason I usually set the game for rare anomalies

27 Replies 16,562 Views

I am not using a PQ bonus trait. For Tetley: That is how it is supposed to work. PQ = number of usable tiles. Anything else is a minor bug

16 Replies 6,800 Views

Apparently I was unclear. I know that Neutral upgrades all planet squares. The bug is that multiple planets are shown with a huge PQ that does not match the number of available squares, (example PQ 20 with 15 usable tiles). While I know that a PQ 6 planet could be improvable to HQ, it is unlikely that it would go to PQ 20+ after all the terraforming. Still, even if that happened a PQ 20 planet should have 20 tiles. I k

16 Replies 6,800 Views

Playing a gigantic map last night, I noticed that my planets were not increasing their PQ when I added Soil Enhancement. I had noticed this in the beta but this is the first time I have seen it in 1.x. After I researched Ethics and chose Neutral, the planets went nuts with PQ. Some of the 6-7 planets were shown as PQ 18-22 but with only 14-15 squares of terrain. Later I noticed that some of the planets seem to be capped at 5 billi

16 Replies 6,800 Views

The forum presentation seems to change hourly. Sometimes badges show sometimes not. Sometime a profiles is shown one way sometimes another. I think they have been working on the servers so it may settle down

5 Replies 7,468 Views

Well, there is nothing wrong with your idea but there is more startegy to tile usage than using bonus squares. How do I specialize this planet? How many factories should I build? Do I need more than one factory or trade center on a reasearch planet? Is an influence planet possible and advisable? Where should I build my mfg, econ, and research capitals? Lots of choices.

7 Replies 8,680 Views

Interested in tactical Combat There threads ad nauseum on tactical combat and why it is not and will probably (i say probably because ultimately all things are possible) never be part of this game. If tactical combat is something you must have there are games out there that have it.

17 Replies 8,746 Views

There is a ship screen option to auto attack (quick key k). If you choose this option and put your ship on guard it should attack any enemy that stops in range. Otherwise, guard or sentry only activates the ship and you have to move it Orbital fleet mgr comes with planetary defense and is a very cheap improvement considering how important it is

13 Replies 10,443 Views

you could still win you know Not at this particular point in the game. I had like 20 turns before they won on influence so I did not have time to respond militarily. You are correct that I could have won with a better overall startegy. I brought the Arceans into the war with Altaria and the

16 Replies 13,412 Views

I had the Arceans cover the map suddenly after the Altarians surrendered to the Drengi. I am not saying it was a bug but it was way wierd, unexplainable, shouldn't have happened and disconcerting for a player who leans to influence victory.

16 Replies 13,412 Views

Some of the things you mentioned for 1.1 sound pretty good but most of them are not things that I was clamoring for. I kind of like the no tech trading option but I like the game as is and i will be happy with whatever you put in to smooth it out and make it better. I think that I am more in the #2 group with heavy dash of realism. I am all for tweaks if they elliminate drudgery from the game and as a somewhat peaceful player I ha

44 Replies 84,638 Views

A fully loaded starbase is pretty formidable. Sure they can be taken out by a late game fleet but it would not be a pushover. Also, you can't fleet up a starbase but you can park a fleet on a starbase to guard it. Any fleet that could defeat the guarding fleet then have enough left to take out the base would have to be awesome As to the constructors required, I have no problem cranking out constructors to get the modules. I'll admit it get tedious but there is no shortage

34 Replies 27,056 Views