I like the the current game mechanic; you need to plan out which planets to attack before you attack. If you won't be able to produce from that planet, you will need to build enough ships before you take it. This is something that I don't feel needs to be changed.
Martimus
Although I would prefer controlling my colonisers manually, I'd like a similar system for constructors. You can use rally points of course, but I'd like an option to give my constructors an order 'upgrade nearest starbase with modules available'. Not only would this save time directing constructors to where I want them, but it would also mean that I can make sure that all
I had industrial spending at 100% and the research spending at 100%. You cannot have 100% spending in both areas. The best you can do is 50-50.
I would be in favor of an option to lessen the random distribution at game start so that : every race has at least x "good" planets in the vicinity and that those planets have the same "value" of improved tiles Please do not do this. The best games are the ones where you have a crappy starting position and need to fight out of it to survive
You took it through influence. They built up the influence and morale on that planet to counteract your influence. This is them reacting to your strategy. It would have probably worked better if they built influence starbases, but II'm not sure this is a bug - except they should have used the unused tiles. I say this because I often see a pretty well built planet change so that it is completely influence and morale buildings when I try to take the planet with influence. Just raise your espi
You need to download the videos seperately. See Mistoffeles post above.
what about the Terrans as an AI? sounds like alot of you guys are playing as the Terrans often times. The Terrans usually get their rear-ends handed to them. In all of the games I have played since 1.1, they are by far the worst race, because they just do not seem to expand or advance well at all. They might be better on maps with few habita
The concept of strategy and tactics are both differents. RTS games are in fact tactics games. The strategy would be taking place in the pentagon, not on the battlefield, if you understand I don't agree with this, since you do choose a lot of what you do in the game. You aren't just given a set objective and set resources, you often ch
I also remember another thing. In one of my first games I had to set the taxation rate to 100% which made me very unpopular, around 0%. People started dying, oh boy and how. In a week perhaps around 20 billion people vanished somehow, presumably killed themselves. 3 times the current population of earth blew their brains out each week. 3 billion a day. That means a lot of
Not everyone knows that they are "cheesing" the game. That is why I asked what the optimal game settings are for the least amount of "cheese". I like playing the more difficult games on smaller maps, but you don't get very good scores for that. The easier games on the much larger maps with abundant planets and loose/scattered systems give you the highest scores for some reason, even though those are the easiest games to win. (At least for me, but then one of my main strategies will give me a
I find that the Terrans are the worst race. (Because they are the slowest to expand.) The Altarians are weak as well though. I guess it depends on the settings and the situation.
You can be sure they will do that. When you sell or trade a tyech you should sell or trade it to all. I always hear people saying this, but I rarely saw this as the case. They do trade with each other, but the massive free-for-all that I always hear about never seems to happen. This is obvious, because when you meet a new race, they have com
hey dude i will join ur empire Alright, I will create it when I get home. Sorry I didn't see this earlier.
So if you offer trade goods in diplomacy, do you still get the benefit of its effects or are you actually giving away these bonuses? I've always assumed that if you gift somebody your trade goods then you no longer get those bonuses, or are you just "sharing" the bonuses with people you trade with? You are sharing them. You are giving them
Any of the governement Techs. (Alliances, Republic, Democracy, Federation.)
Martimus They can sure be tense as you try to balance rushing to planetary invasion with all the other things you need to make you competative in the longer term. If it is a minor you end up cheesily trading everything they own for everything you own just before you invade. If it is a major it is similar but you may have more targets... In any case I make sure it is a
Very nice. I actually like the old lighting better, but this looks good too. A "Deep Space 9" starbase model would be cool too, since there are starbases in the game. Anyway, GREAT JOB! Keep up the great work.
I also find the games with an early bad starting spot to be the most enjoyable. Especially those where you need to conquer a planet just to get out of your solar system. But after that point it seems that the challenge is gone.
Brad, I have a stupid question. What is the optimal setting for the AI? I notice you mentioning all the things that the AI doesn't do well all the time, but you never really seem to mention what it does do well. I would like to know, so that I can play in that setting. I have played in all sorts of settings (You can see that by looking at my Metaverse scores), and it seems that the AI does the best in smaller maps with few opponents. However, I would like to know what you feel is the best s
Not to mention that building ships cost money to maintain. Which can be substantial depending on what is on the ships. (This is why I kept my military to a minimum in GC1, and just went for an influence victory. I no longer follow that strategy however.)
Also by spending more money on production, you are building improvements that cost money to maintain. This can have a big effect on your economy, especially early in the game before you build up a large population.
Only 33% of users said they'd purchase an expansion that was predominantly about multiplayer. I am surprized that you think a third of the users is a small number. I would think that that is a huge market, especially considering how well the game has sold. But then, I understand that you feel that the single player experience should the prior
(I could do it, but I would need to rewrite part of the game code, and I know that Brad hates doing that for some reason.) I've thought about this for a minute, and I realize why he would have some reservations behind changing code. It would mean that it would need to be tested extensively to ensure that it works under all known conditions, an
This suggestion will likely be semi difficult to do. (I could do it, but I would need to rewrite part of the game code, and I know that Brad hates doing that for some reason.) I just thought that this could be a nice solution to the problem of not being able to build the cheaper factories and such on new worlds without icnreasing the clutter in the colony management screen.
It would be nice to redo the planetary build screen to separate the different types of buildings. For example: have a farms tab, a lab tab, a production tab, a morale tab, a trade good tab, and a super project tab. You could set it up like the Explorer in windows, by having them set up similar to how they are with the most advanced building available showing and a plus sign next to it if you want to expand it and pick a lower building (Because it would be faster to build.) It would be like this: