Solitair

Solitair

Joined Member # 177844
0 Posts 6 Replies 26,676 Reputation

Jack, once moral is balanced correctly then there should be no need to move population for moral reasons. This balancing could possibly also include an automatic redistribution of excess populations from low moral to high moral planets (up to the population limits). Also consider what you're suggesting. Should the US government be allowed move half the population of New York to the Rocky mountains to reduce the moral problems associated with over crowding???? Should it cost them

21 Replies 376 Views

I can think of plenty of conflicts where I don't want to give the techs away, just 'assist' one side in a war not to be defeated. What I would ultimately like would be to 'lease' a high tech ship to race one for X amount of turns. I could then set the cost a 0 per turn if I wanted. Maybe this could be an option. The ship remains yours, the crew remains yours. The use and maintenance costs below to the other empire. Obviously war between you and the other empire would instantly

13 Replies 248 Views

Fair enough. In that case would it be possible to somehow let you know what the ATT and DEF values of a ship would be when traded to another nation. It will at least let you trade the power you want to trade and not the ship. If I want to give someone a cship capable of defeating their enemy I need to know what the ship I give them will be capable of. Paul.

13 Replies 248 Views

Jack, I agree with you that the game needs to be playable, but I do fee lthat there needs to be some balance between size of invasion force and cost. At the moment there is not. YOu just build the transport and place how ever many troops on it. Perhaps a solution would be to keep the transports as they are but to add the cost to the loading? When you load transports and click the launch button a cost would be deducted from your treasury in relation to the si

21 Replies 376 Views

Jack, I have no problem with being able to balance your population, but you must admit that the land 150B troops to conquer a planet one turn, take 149B troops off the planet and attack the next planet is a bit abusive! I think the fundamental problem here is the fact that troops and population are the same thing. As for infitinte capacity, that's fine. Maybe as a tech advancement. Then you could apply the tech to planets as well and have infinite capacity planets! It makes

21 Replies 376 Views

Jack, that example shows the dangers. And they are dangers! But the US sells modern military items to many Nato countries. Would you want these to be lower spec? No. The US sells the fighters it wants and doesn't expect to remove technology which it's allies cannot reproduce. It may not sell its avatar (F117) but it certainly sells its cruiser (F16). Paul.

13 Replies 248 Views

I know you're not losing anything by giving an inferior ship. That's not the point, it's that the ship you wanted to give ends up being something else when it gets given. As for using the ship against you, that's part of the risk in trading in weapons. The allies knew exactly what military weapons Iraq had because they sold them to it!! paul.

13 Replies 248 Views

Jack, I do use the transport loading trick, and it does work, but it's a pain to send transports from all my colonies to a colony near the enemy off load all population and then launch them on a new transport. Merging transports in space would be preferable. I do feel that the cost of transports should at least reflect the number of people being transported. Also hopping invasion populations from one conquered planet to the next by buying a new transport on the conquered planet needs

21 Replies 376 Views

Cari, while this makes sense it would add a lot of cost to ship trading. Lets be honest, if someone buys F16 jets off America they do so because they are the best. They then expect to get all the bonuses of that jet. You can't sell them you F16 jat (standard fighter) and then replace it with an F4 phantom as they as much lower technologically. It would cost you a fortune to build the F4. I agree that you do not want technology transfer to occur but it would be as believeable to say

13 Replies 248 Views

You would think that people would start dying of starvation or the maintenance costs would go through the roof if the population on a planet was too high! The AI needs to also focus on the quality of a planet and not the current population. Dumping huge population on a class one planet and then trading it with the AI is totally abusive. Paul.

13 Replies 217 Views

This idea would work well if transports could then be combined. Indeed standard fixed transport size would also work if they could be combined into a larger 'fleet' of transports. You could then build your invasion force over a number of systems and send them to the destination, where they would combine before invading. This would also allow huge systems to be invaded. At the moment this is nearly impossible unless you have much higher technology or a system with more people. As mention

21 Replies 376 Views

Biggest problem with bombing tends to be the 'super bombing fleet' mentality. Games often end in a 'destroy everything you can before the enemy does likewise' mode. This does lead to rapid end games but very unsatisfying. Bombing to reduce enemy military populations or soften them up before invasion is good though. I would think that any democracy or federation government type would also have strong opposition at home to bombing civilian populations. I don't think it should be

5 Replies 128 Views

I like unlimited, but strategy games tend to balance better when there is some trade off. Maybe unlimited if it's a single function starbase (mining, cultural, economic), with a limit if it's multi-function (perhaps 6 levels in total). This would add strategy. A very important mining station would need to be protected as it would not have the defense ability of a multi-purpose station. paul.

26 Replies 425 Views

Perhaps adding a suppression period to a planet recently captured? This stops a planet rebelling or being culturally conquered. In return all military production and research is impossible (stops the instant pay for transport and continue conquest). This lasts for X years until the population has been 'assimulated'. During this period the conqueror can build social improvements and attack surrounding enemy cultural improvements. Any foreign cultural/economic buildings on the planet are also

23 Replies 406 Views

I would definitely support the following basic ideas on influence, (a) effect of foreign influence on planets is modified by government type (0% for lowest type, 100% for highest) (b) influence and cost can be 'spent' on foreign planets to gain financial trade benefits and possibly further influence. It should cost you a lot of accumulated influence to convince a foreign planets local authorities to let you build that fast food outlet. It would then start providing income for

16 Replies 336 Views

Learning techs from buying ships is a nice idea, but I don't always want my ally to learn the techs in the ships I give him. I could just give him those techs. I want him to have a kick ass ship to win the war with (without me having to join the war). Surely training would also be included in the price of the ship. Imagine a high tech empire supplying war ships to every other empire in the galaxy. The ship builders empire. Paul.

3 Replies 145 Views

When you sell a ship to another race it would be nice if it maintained the attack and defense values. I understand that the other race may be technologically inferior but most of the advantages would be built into the ship and shouldn't vanish when sold. I like selling advanced ships to weak empires to help them defend themselves. It is annoying though when those ships suddenly 'degrade' so that the enemy empire can easily destroy them. If I sell an att: 15, Def: 15 ship, I want it to remain as

3 Replies 145 Views