Looking at the page source, each of the select menus calls "setCharsFilter" when changed, and sets it to the appropriate filter. So it looks like you can only have one filter set at a time. I agree it's confusing, because it looks like you're filtering on all three, but it's only the one you just changed. They should probably change the interface so it's clearer how it works.
justkevin
It doesn't seem so. While high diplomacy will let you get techs & trade goods cheaply, they don't seem to value non-intellectual property the same way. I tried trading with a race who I had an incredible diplomatic advantage over. They were happy to give me all their techs for a single one of my Black Hole gun equipped super destroyers, but they wouldn't trade a single one of their weak mid-sized cruisers for it. The same rule for IP seem
Research the full diplomacy tree and build a spin control center. Then park your most powerful warships in orbit. No one will want to mess with you. Also, as above posters mentioned, pay the other races to fight each other.
The weapons look right. Plasma (2 damage) x 7 = 14. 29% bonus equals 18. Same for the battleship. I think you can get 110% miniaturization from researching all the techs plus the hyperion shrinker.
Conceivably the Yor could have captured a Hall of Empathy from another race (it's a good tech so they couldn't have built it themselves), which would have boosted the odds that the surrenders went to them. But it was probably just bad luck.
I'd always believed the AI would not trade/sell their final planet: This screenshot is just before I won a conquest victory. Emperor Iso the Wise of the Iconian Refuge is shown agreeing to sell me his race's last planet for the fire sale price of 7,502,045BC. Everyone has their price.
Strange thing was after all these "I won influence victory in 10 minutes" posts was how little gain I ever got from influence. Yeah, I got planets every now and then but no windfalls, even tho I had all the achievements etc 5, yes 5 influence mines at max and dumped about 10 maxed out influence bases right in korxx territory on t
In my last game I managed to win an military victory through influence on Large/Suicidal (i.e., conquering the entire galaxy with influence victory turned off simply by flipping every world). This took about 10 hours of game play. I could probably have cut that down a lot if I'd managed to get any of the influence resources at the start. Initially it was very hard because of the AI's huge production and economic bonuses, but ironically the
You need to research the techs that give you diplomacy bonuses and build the "diplomatic translators" trade good. Don't trade these techs away. When you have a higher diplomacy rating than an AI, they will give you much better deals. For example I've had a race give me Laser V and several hundred BCs in exchange for Laser IV.
I just finished a "pacifist conquerer" style game where I won a military victory without firing a shot or invading a single world (Influence victory was set to off so I could do this). At one point mid/late game, an invasion screen came up showing the Arceans trying to invade one of my worlds, which was strange because I wasn't at war with anyone. They killed a few billion troops but lost. After the battle I pulled up the diplomacy screen
I'd like this feature as well. Besides the factory reason, if you come across a world with a 300% farming bonus you might want to put a basic farm on it, but not an advanced farm because of population/approval issues.
I find it hilarious that you can ask for change when trading techs. I imagine real world diplomacy working like this. US Ambassador to China: "OK, we'll give you most favored nation trade status in exchange for your vote when Iran comes before the security counsel. PLUS you must give us... $135 billion? $134 billion? $133 billion? $132 billion?"
Every piece of software has bugs-- the number of bug reports is a function of both the number of bugs and the number of users. I haven't found the bugs to be particularly severe.
In my last game the Terrans were in the military top dog position, with a military rating 3-4x the next highest. I was near the bottom. No one would attack them at any price. So I paid the Terrans to attack everyone else. Since they had a huge a military advantage, they had no reservations and gladly bit off more than they could chew. Within a dozen turns their military was crushed by four races attacking at once. I came to help at the
You can see a list of all improvements, super projects, galactic achievements and trade goods at the wiki site: Link
I've seen this message too, along with a dire warning that unless I do something, they will take over the galaxy. No idea what it means.
I finally remembered to try this. It appears "Technological Victory" is the only tech that cannot be traded.
That's quite wrong. Newton's laws still apply in space and objects in space still have mass. More massive objects take more force to move and will accelerate more slowly with like forces applied when compared to less massive objects. That would be true if the engines used newtonian mechanics. But if
The problem with defense is that the best defense is more offense until you reach large/huge hulls. Try finding two fleets of the same BC cost where you aren't better off spending it all on offense-- it's hard. Ships are terrible at defending planets from orbit because they don't get starbase bonuses or fleet logistics unless you have the ship coordinator development. So they're just sitting ducks. To effectively defend a system
1. As you mentioned, specializing works well with capitols. It's also good with revenue planets, because you need a large, happy population with market centers to generate a lot of tax income. For most decent sized worlds, I start with a factory, a starport, then 2-3 more factories followed by whatever I'm specializing that world in. A high PQ world that specializes in manufacturing (i.e., lots of factories and your industrial capitol) is useful to
I had a assumed that it was meant the way was originally worded-- when a race surrenders, they do not necessarily surrender to the agressor. Sometimes they given their remaining world to another race (usually one with good relations/influence). I think this improvement increases the odds they will give their worlds to you.
Hmm, seems like galaxy size and number of races at start should figure into scoring also. I'm not sure galaxy size should make a difference-- is a huge galaxy with few star systems harder than a smaller galaxy with many? Regarding races, which do you think should be worth more, fewer or mor
No, I don't think you get any techs from flipping a planet (or civilization) as far as I know. I haven't anyway. Logically, you should get all their techs since no infrastructure was destroyed. Game balance-wise, I think you should get some techs based on the PQ of the flipped world.
I agree that invasions need work. Attackers have too much of an advantage. I should not be able to capture an entire system with two habitable planets in a single round of an enemy with a military rating 3x mine and fifty ships with only two transports and two attack fleets. Suggestions: 1. Military starbases should help ships in orbit. 2. Defending ships should be able to form fleets without wasting tiles on ship coordi
What does this mean? 5 lasers and 2 shields yield 5 attack 2 defense. Or are you using 2X level-2 shields? Shields provide 2 defense each, you're probably thinking of deflectors which provide only 1. Shields are the same distance down the laser defense line as Laser V is down the laser offense