This is why I love the Populist sect. - Nobody
IBNobody
Sometimes they escape and start firing away at me. Sometimes they sit there and do nothing. - Nobody
Tally up how much time the game wastes on things like ship movements and popup-window navigation. Then tally up how much time you spend doing the fun things like queue management and space combat. You'll find that the time you spend on the little chores exceeds the fun time. I'm a big proponent of cutting away dead time in favor of doing something more useful and entertaining. - Nobody
Yup...The enemy fleets were stuck on their planets. What was funny was how the AI acted to this threat. On one occaision, they snuck up and blasted a few scouts with a corvette. This left a hole in the scout-wall. They could have launched their ships and destroyed more scouts, but they didn't. Their delay gave me enough time to patch the hole and slay the free corvette. Also...If you surround a planet and it defects to you, the enemy's ships stay there. They can't leave orbit.<
That doesn't work unless the ship starts its turn in autopilot. Also, it still slows the game down if you happen to be viewing the sector in which the ship is moving in. - Nobody
I've said it before, but I'm going to say it again. Please let us turn off ship movement animations. I'm spending anywhere between 30 seconds and 1 minute per turn just watching my ships move. As my ships gain movement points, this number starts climbing even higher. I don't know about you, but watching my ships move is not my idea of fun. Please consider changing this... - Nobody
It works! At least playing against bright opponents... I ambushed the Altarians with 8 groups of 8 scouts, three dreadnaughts, and pleanty of constructors. Each scout squadron flew to a planet, deployed around it, and went into guard mode. Once each Altarian planet was surrounded, I declared war and took out their stragglers. Since the enemy had no place to go, they were trapped! I flew my constructors in, built influencial starbases, and won without even invading. The
The enemy doesn't seem to mind scouts or sensor drones. Scouts are a better choice, as they only cost 20 BCs a pop and have excellent movement rates.
For my next trick, I think I'll try ringing my enemy's planets with scouts. I'll need to bring along a dreadnaught and some hole-patching scouts to counter any free-roaming enemy attacking the scout parameter, but I should be able to isolate all their planets in short order. It's pathetic, but I bet it'll work. - Nobody
I found myself in a common predicament. My allies, the Altarian Republic, were hell-bent on slaying one of the minor races that occupied a sector adjacent to my own. Normally, this wouldn't be an issue, but it just so happens that the minor race supplied 70% of my trade income. What options did I have? Not many...Negotiations went out of hand when the Altarians wouldn't accept anything short of my first-born child to delcare peace, and I didn't want to supply 50,000 Dreadnaug
The population was the standard 1 billion you always start with.
I didn't forget it. That's defection. :P The other possibility, revolt, can occur when your morale is below 30% or so. - Nobody
I hate to say it, but I feel that the devs neutered diplomacy at the bright/intelligent level. Yes, it was wrong to be able to fuel your entire economy from the coffers of your enemy. However, now we can't even trade techs on a somewhat equal level. It's gotten to the point where I've STOPPED trading techs. Why should I bother if they don't want what I have to offer? What I can't figure out is why an AI will offer to trade single techs with you, but when you propose the same of
FYI: The new %0 population growth cutoff is now at 58%. It was at 50%. And to help answer your initial question... Planet Quality also affects tax revinue and acts like a flat bonus. If you start the game on a size 16 planet, you have a lower first-turn income than you would if you started on a size 20 planet (around 11 bc vs. 14 bc). - Nobody
I would disagree that propaganda is essential. It's useful, but you don't need it. 1. You can use it to boost population, which affects influence values and the possibility of a revolt/defection. (You may be able to use it to crank the growth rates for colony ship producing planets during early expansion, assuming they get to a point where morale is less than 98%. But is this worth it? Unknown.) 2. You can use it to sway public opinions during election time. (Of course
I'm telling people not to use it on the assumption that it boosts your overall economy. It doesn't. Popaganda "generates" a higher tax level by increasing morale, and thus, boosting population growth. The problem is, the amount of tax revenue you gain from this increased population is less than what you pay for the propaganda. - Nobody
"It raises your moral high enough to increase production" Aside from the whole tech-trading thing that was nerfed, I never had a problem with not having production. I had pleanty of production - I just couldn't afford it. "no of ppl paying taxes" The tax increase caused by the number of people you "please" with propaganda is less than the amount of money you spend developing the propaganda. "stops the planets being culturaly dominated" This is the rea
Just an FYI to all those people out there who have been cranking up propaganda - don't. You waste money (and thus, potential production) by enhancing morale in this fashion. The enhanced morale costs more than you make from the income caused by the extra population. - Nobody
Bug: If you have the planet window opened, it now updates. However, the month/year counter remains the same.
I just had two minor races build Aphrodesiacs. This is with patch 34a. Wasn't this bug squashed already? - Nobody ~SDC~
If I had to choose, I'd like to keep starbase upgrading tied to constructors. Having actual ships fly out adds tactics to the game. After reading all the ideas, I've refined my original suggestions. Here's what I think would work the best. 1. Allow us to set a rally point for constructors. 2. When we build a starbase, let us choose how we should prioritize it. (ex: Upgrade production first, then mining, then defense. Ignore influence, trade, and attack.) This could be
Cataleptic, There are two problems with setting constructors to autobuild. 1. Adding a prompt would mean there would be another step that takes up time. 2. How could you tell the AI to upgrade your mining bases in deep space rather than one close to a colony? - Nobody
Let's face it...Managing constructors take up a ton of gameplay time. 80% of my turn is taken up by sending them to various starbases for upgrades. To give everyone an idea of what I'm doing, here's a sample of a typical turn... 1. I see that some of my planets built constructors. I go through each planet that built a constructor by clicking on its production message. At the planet view screen, I double-click on the constructor to launch them into space. 2. Once all n
I haven't read all the bugs, but here are ones I've found. 1. Trade goods disappear when traded. 2. Completed trade good projects are still built by the AI after they've been built once. 3. Using the FIND button unsentries ships. 4. The FIND button ignores fleets and cycles through each fleet member individually.
Don't make the planet list vanish when you switch to a planet's datascreen. Also...MORE FORUMS! :P - Nobody