i've been doing a 4-way spit between industry, research, economics, and "other", where "other" is farms, entertainment, and influence, and the initial colony and the starport don't count as being in any catagory. so on a 14 tile world, that would be 3 each of industry/research/econ and 1 each of farms/entertainment/influence. the planets i pick to be capitals are ones that are bigger than 14 tiles, and have at least two bonus til
pedxing
also, i've seen the effect where the fog ends abruptly at sector boundaries like that too... especially at corners. it's usually when i've just explored barely up to the edges of the adjoing sectors, so the fog is starting to thin... but it remain full strength just insdie the next sector's boundary, leading to a hard edge/corner.
the odd thing that i've seen in beta3 when updating Core ships, when the "Remove Components" option is off, is that the non-removed components don't appear in the components list at the top of the viewing window... so i end up just clearing the design and starting over from scratch. anyway, i'd love it if i had the config option of having all designs be auto-obsoleted when i upgrade, since it's what i always do to them anyway... although i suppose having it not be automatic gives me t
I may be wrong on this, but I assumed that a vote before declaring war was to see if your senate would allow you to attack an enemy. I did not think that it impacted who the ruling party was? yeah, that's what i thought too... why would voting on an issue change who is in power?
yes, it would be especially good to know if one would like to take advantage of the situation, and attack one (or both) of the two sides in the war! i wonder why the messages don't come?
Is it 'realistic' to be able to shoot at ships 3.26 light years away? perhaps if you have ships right up next to the target, to act as "spotters"? that explains the game mechanics well enough for me to sleep at night, at least... <img src="http://images.stardock.com/gc2/T_DL/smiles/Wink
cool. i could have used that feature last night, when i was doing an "engines only" upgrade of my designs!
the OP almost makes a good strategy point, though... i never colonize the junky second planet i my home system. i just let one of my neighbors do it, and then wait for it to revolt and join my empire. that doesn't take any Influence (what the OP is calling "Faction") starbases, though. same goes for class 10 planet in the same system... get the good planet, and then only grab the junk i
if the game is too easy, turn up the difficulty and try again. if the game is too short, turn of whatever victory you keep hitting so early. if the game is both hard enough and long enough to be entertaining, i'd actually prefer to skip the "it's clear i'm going to win, but the game won't end until i grind everybody down to nothing" part of the game. i've been cranking up the difficulty gradually, looking for the sweet
i've gotten mining starbases as gifts in my last few games too. other than that, i usually just get cash.
yeah, i had this problem too, and my current theory is to build an even split of econ, manufacture, and research buildings. first a production one, then two econ, then a starbase. buy the factory, set the planet to focus on social, then leave it alone until the starbase completes. then fill out the rest of the tiles with a mix that evens the mix out between econ, manufacture, and research. garnish with farms, morale, i
i'm seeing something interesting in my first beta game: the Torians rose up in population, then leveled off, and then took a hit... probably somebody took a big planet or something.. then continued level. then, about the same time the Torians were stalling, the Altarians rose up, passed the Altarians, then started to fall. i think they had Aphrodesiacs on their side. meanwhile, i've been crusing along, feeling Very Fr
i had this problem a lot too. very annoying. i've just installed 1.1 beta, and got to the point where i've got enough ships that i would start to notice it. i'm very interested to see if it still happens. ..
indeed! fantastic to see the process! another nice thing would be an icon for each planet on the planets list that shows if the planet has any empty tiles, in the same way that there is the shield showing that the planet is defended. for example, in my current game, i just got some cool new improvements i want to build... so i go to
..the disign is only a eyecandy not more not less the eye candy is mostly why i play! if i want tactical combat and higher game complexity, i fire up Moo3. i still think it would be cool if the AI races would come at me with ship designs that other players had made while playing that race... <img src="http://images.s
i always become the advocate for whatever minor races i find... when the Arceans (usually) or whoever start to harass them, i give them techs for self-defense, and bargain for peace on their behalf. for galaxy setup, i like lots of planets and lots of habitable ones, so to make ship range more meaningful i set to tight clusters and use a larger map. this creates large voids on the map that either take life support or cleverly placed starbases (built with constructors that have life s
build an Orbital Fleet Manager.
I dunno.. I found beelining all the way through the diplomatic techs gave me some nice tech sale prices. yeah, but shouldn't getting some research tech speed up that bee? and some manufacturing techs speed up building of the research facilities? and some econ techs to keep all that production and research from bankrupting the t
thinking of what would be cool future features... if the designs i save were uploaded to the Metaverse at the end of a game, where they would be picked up automagicly by other players starting Metaverse games, not for their own use, but for use by the AI players!
well, it would be nice, instead of having to specify what's in every tile myself for every single planet, if i could say turn on a governor for the planet, that would direct the placement of future tiles in the same way an AI player would do it. it would be really useful towards the end of the land-grab part of the game, and during later-game invasions, when a bunch of new planets are being aquired quickly. this was a great featur
ok, then "Intelligent" is going to be my next game...
yeah, the game seems to go in stages for me as well... first stage is a land rush, during which i ignore everything but the two militarization techs that give a bonus to ship building, and faster drives, so that i can beat the AI to the last few planets. first tile gets a factory, then two economic tiles, then a starport, then another factory, and then a mix of reserach, econ, and factories (aiming for an even split between the three), and
It's not a G sound? Source? pre-release there was a movie of game play, where the Dren-jin pronounciation was used by the dev in the voiceover.
yeah, i've seen this too... after delivering population to a planet, i wanted to send the ship back empty to get more... nope.
here's something that would also be nice: i know that the scroll-scroll-scroll hassle of the extras tab is disliked by player and devs alike. i find that i only use a very small subset of the extras, and use them over and over again on different ships. what would be nice is when i use an extra, if it could be moved to the top of the extras list. the idea being that the items that i tend to use would all be at the top of the list the next time i go to the extras