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djcityscapes
The wars are based on the rock/paper/scissors concept. If you build your ships with all armor and your enemies are stacked with missiles, you will lose those battles. Also, your posting on face value looks like you didn't have any attack hardware. I find that hard to believe, but I'll state the obvious anyway: you need to have weapons to do damage. You could have 100 values in every defensive category, but that just means it takes longer for them to destroy you. Find out what defensive measur
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If you don't want to destroy a colony, then why not invade it?
Maiden, I agree Freedom of Choice is essential in this game. Sometimes I want to extend that same choice to an AI. I want the option to warn an AI his current behavior is about cause us both some inconvenience. The way it is now, I have an almost unfair advantage by virtue of knowing the AI's mood toward me. It would only be fair to extend that courtesy to them as well. However our actions do not need to be locked into those declarative moods by any means. On the other hand, the AI should not
In AI speak it would sound like this: "remove your mobile hardware from this player's SOI". I ended up wiping out the Altarians but it was not easy. I had to go to war much earlier than was comfortable. Our military tech was too close. I actually lost some fleets, but I admit it was more fun this way. I'll never play another game on anything less than Tough. One interesting observation in this game (not sure if this was a quirk in this game only): None of the other Civs researched mas
I ban myself for not knowing what DS or Diplo is all about. Darkstone? I loved that game...
What Dr Guy said.
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DL: I've read that after the route is established the freighters move along at 1 speed. However, the AIs appear to have freighters that move much faster than that in their routes. Am I seeing things?
This one seems so obvious that maybe its already in one of the expansions: How about a minimap on the Planet Governor screen so I get an idea of the planet's location? You've got some nice real estate in that big box that typically holds all of the planet buildings; a minimap toggulator button would work nice there. Along those same lines, a toggle button to show the SOI borders on the minimap would be useful. I'm a software engineer at my firm so I realize the smallest upgrade could actually
SOMETHING just to shut them up. I hope it doesn't interfer with the single player experience because I'll never use multiplayer.
Graig raises a good point. Perhaps I should go straight to TA?
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There's only 1 way multiplayer makes sense in a game like this: Head to head only and based on file swapping. It would be like playing long distance chess. I set up a game with a buddy on the other side of the world. Whoever goes first would end his turn and an export file is created. This file is emailed (or whatever) to the friend who imports it, then takes his turn. Wash, rinse, repeat. Actually now that I think about it, that would probably really suck. Nevermind.
I don't have the DA expansion yet, but I'm thinking about it and reading all of the reviews on it. Everyone seems to like the mitigation of the colony rush strategy that works so well in DL. Although I suspect we still try to colonize as many planets as possible in the beginning. How is that different in DA?
I'm a relatively new player as well, but here are the tactics I use that always makes me the big dog (so far). Btw, I play on these settings: Huge Galaxy, 7 opponents, challenging difficulty. However these tactics work on any size map and any number of opponents: 1. Choose the Yor Collective, Federalist Government 2. Max your spending 3. Max your tax rate. Make it as high as you can and keep the approval rate above 51% 4. Follow the "Colony Rush" strate
Banned for not capitalizing Star Trek
Banned for rubbing my 0 Karma in my face
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Drat! Alas, foiled by the Dread Lords once again...
I'm on Impulse and registered and received an update, but my version is 1.53. Shouldn't it be 2.0x? Everytime I go back on implulse it doesn't give me the option to update.
I made every evil choice in the beginning, then paid 10K to align with good. Of course, this is after I already reaped the rewards of being evil when those bonuses are needed most. In fact, after about the 3rd game, I stopped reading the text and went straight for the evil choice. I didn't realize til now "Good and Evil" made those annoying choices go away. Realism, that is a whole new ball of wax. I think there should be some choices that give a bonus for choosing good. Why are the colonists
Next time I'll let that civ develop and see what happens.
This plot sounds very Kurzweilian. Google "Law of Accerating Returns" to see the source. It will be interesting to see how this "substrate" can be worked into gameplay elements. For once it starts, it should be completely unstoppable as its power and intelligence grows exponentially.