Well, if you can defend those starbases, they deserve to be flipped.
Dracil
Yes, it was noticed in Gamma as well.
Phooey, I just got the email that it's released from the ETROM developers and was hoping to see it on Stardock already.
Late game pirates are pretty dangerous. They actually have pretty good tech when I have pretty good tech. And terrorists are certain minor races. They'll do stuff like poison planets, changing its PQ. There are no monsters in this game. I also almost had what I think was the Dreadlord appearing event occur, but I ended the game before it happened.
Just got an event where the Caldors poisoned Mars which was still a Class 4, and it actually increased in PQ. Thought it was stupidly funny.
They don't. They actually can't distinguish between humans and other AI player. That is a form of cheating and THE AI DOES NOT CHEAT! (except for econ bonuses at levels above Intelligent)
I believe that's Civ 3's tech trading scheme. Dunno about Civ4. But a lot of the suggestions to restrict AI from trading tech with each other is basically - we want the AI to play dumber. I think the bigger question is, do they always accept every trade they're offered by another AI? If so, then that's a problem, because humans will not accept crap trades from the AI.
Not to mention they start off with an Initial Colony instead of a Civilization Capital, further gimping them.
If this were a WWII game, would Japan surrender to Burma in the end? If this were a WWII game, that would be Japan surrendering to Britain, because Burma did not achieve their independence from Britain until 2-3 years after Japan surrendered.
Because if they built farms, it would make it even easier for me to invade because the low morale would mean I could simply buy off their population to join my army with Information Warfare. Heck, *I* don't build farms until I have a nice morale starbase and/or some morale trade goods.
BTW, have you guys considered, oh, reducing tech rate to very slow and see how that pans out?
Actually, the AI DON'T distinguish between you and other AI players. That is a MYTH. M-Y-T-H MYTH!
Often the AI will refuse to sell you military techs when they feel you're too powerful. Some AIs will always give you crap deals. Terrans and Altarians are particularly notable on this. After a point, the races that do give you good deals will be bankrupt and will give you pennies for your tech.
Yay medals!
I'd like to point out the voter average is climbing as well! From around 8.4 to 8.8 now. If we didn't have those 4 troll votes, it would be at 9.5
Starting conditions? Rare planets, stars, habitable planets. Small map, common anomalies. Very fast tech, 0 victory conditions on. Most civs can get at most low class planet, which makes the playing ground much more even. Drengin and Yor disabled. Diplomacy Econ max Federalist party playing as the Iconians (last time) or Arceans (this time).
Some of the claims here seem pretty exaggerated. 1) AI do not trade their tech to every other civ immediately (or near-immediately). This is particularly noticeable when I have a tech lead in the late game and a new minor civ shows up with all my techs, yet those techs still stay pretty much exlusive to me and them. Also if you looked more closely, certain AIs also seem to be shunned and never really get the techs in each game. 2) Bui
Tech-whoring is how I turned my 33k score to 65k (the one that didn't submit right). I just left the AI one planet while I researched all the techs and reloaded whenever they decided to flip to me. Military wins still seem to give the best scores, so turn off all those victory conditions. So plan of action now is: 0) Turn off victory conditions, tech rate to very fast. 1) Achieve dominance through whatever means until e
Sorry fellow diplomats. I replayed my game to a 60000 score, then I reset my table so that I'd have a clean slate with the 60000 points so that it's not diluted. Metaverse then decided to bug, and it seemed like it posted, but it was nowhere to be found. I submit again, and it tells me it's already been submitted before. So I'm back to 0.
Besides looking at what technology and logistics each race starts with, there's another thing to keep in mind. Arceans, Yor, Terrans, Altarians, Drengin all begin with a Civilization Capital on their homeworld. The Drath, Iconian, Thalans, Torians, and Custom Race all begin with an Initial Colony on their homeworld instead. What does this mean? If you play as any of the races from the second group, you're looking at the foll
You know you can just transport excess people to low class planets right? Even though it's above the PQ cap, the population will not drop.
Well, I can tell you I never really bothered with Production bonuses to begin with, because they usually just mean more cash drain when you aren't building stuff. We learned our lesson in GC1.
You're subcontracting your work out to the private megacorporations that abstractedly already handle all the business and economy done by the entire universe. What, did you think work done by the government was efficient?!
It's a bug. Civ-wide social ability is USELESS, U-S-E-L-E-S-S! Don't waste ability points on it.
It's not as bad as you're making it out be, even on Intelligent AI. 1) Research your own branch 2) Buy new techs that a civ researches 3) Sell those new techs to the other civs 4) But keep the techs you researched to yourself 5) You now have exclusive techs that no one else has, while having all the techs the AIs have. And I have no issues getting military techs from the AI. They won't trade it to you *only* i