Solitair

Solitair

Joined Member # 177844
0 Posts 8 Replies 26,676 Reputation

In that case becoming allies should also be a pop up event. I personally think that allied status should be a treaty event and not just automatic if your relations are good enough. Perhaps once your relationship is above friendly (perhaps call it colleagues) then either yourself or the other empire can propose various alliance options (military, economic, social, research). Military alliances would force the other members to declare war in the event of war and share starb

4 Replies 97 Views

Should your score count on the metaverse if you refuse a surrender? Refusing a surrender so you can ground the enemy into the dirt is all well and good, but refusing a surrender so you can maximise all colonies and research the final tech could be used to get huge metaverse. This should be blocked. If races surrender you should win and the score should be fixed at that point. You can play on if you want but the score will not increase. Paul.

10 Replies 189 Views

I note in the description of the star Hawk that Brad writes 'the Terran's hope'. Does this imply that at a later stage ships which can only be used by a particular empire will be added. Would this also allow special ships that could only be built under certain conditions (particular party in control of senate, alliance with another race, UP vote, certain structure built on planet, ownership of galactic wonder, etc...)? Paul.

1 Replies 130 Views

The AI will use any ships which are there,, even ones you design yourself. I believe it makes some calculation as to what's best. I don't know if Stardock will tell us how it calculates this though as it could lead to creating ships which the AI will always choose but which have a major vunerability. I also assume a player cannot make such a ship, have the AI build lots of them and then half way through a game change the support costs to some high number? Paul.

13 Replies 252 Views

I've upgraded starbases with every upgrade so far without reaching a limit. Lots more modules to be added in later betas though so maybe just not enough yet. If there is a limit then will adding a new module not be allowed or replace an old one? Can we remove / destroy a module to allow for a different upgrade? I could see you starting off with a military base and slowly converting it to an economic base as a sector becomes more secure. Paul.

15 Replies 421 Views

Negative bonus? Are there plans for all upgrades to be positive or woul some upgrades have one positive effect but other negative effects? For example, if you upgrade a starbase to be an offensive planform would this destroy any economic / moral upgrades and ban any such future upgrades? (people refuse to visit an offensive platform) It sounds like there needs to be some balance to stop people putting every possible upgrade on a starbase and having bases which do every

15 Replies 421 Views

Don't forget that other research bonus' to speed can also apply. This can make a big difference later in the game when your ships have the speed edge. I personally prefer the 10% speed bonus per point to the mistake in the last build. It was totally silly when your slowest ships could still cross sectors in a single go. It made movement the only bonus to choose or else the AI would totally swamp you. Paul.

6 Replies 118 Views

6. Ability to use upgraded economic starbases as destinations for freighters. An upgraded economic starbase could contain the economic might of ALL planets in the sector making it a hub of trade. 7. Ability to use starbases beside a system / 'in orbit' to increase the planets quality. It could be a recreational / domestile starbase. This would increase the quality of every planet in the system by 1 (or 10%) per upgrade. Paul.

15 Replies 421 Views

Jack, you could select your first option (that's what I'd like only to be displayed). Your second option would be nice but should be easy to do from the planet list, once you can sort by moral. Your third option should also be easy to do from the planet list, once you sort by production ability. Remember that the full list on GSN would still appear each turn, just not force you to go through every planet screen. Paul.

3 Replies 148 Views

This negative balance is even funnier when you bribe the last homeworld off a race. Offer a race ALL your technologies, take ALL it's planets and ships and then as much money as possible. I've had 1000's of credits from races without money. Then next turn I own the race and that money was never paid off! Maybe taking control of a race should also take control of it's liabilities? Paul.

9 Replies 238 Views

Is this on Beta 2? The ship disappearing problem sounds very like the eyes of the universe problem in beta 1z. I believe this has been fixed though. Never heard of the second problem. Paul

7 Replies 210 Views

Sounds good. There will need to be some easy way to see the influence from the main map though (or mini map) without having to click on every planet in turn to find out. Any plans on how to do this? Some ideas. - info box on cursor? Hold cursor over a planet for a second or two and the influence values appear - influence on mini map? All sources of influence are displayed on the mini-map with circle diameter related to influence level. At high zoom, indi

5 Replies 186 Views

Not sure what you mean. I don't think the anomaly advancement has changed. A research anomaly still completes the research project being undertaken no matter what length of time remains. I would love to see this changed to reducing the time remaining by 1-5 years (perhaps with a small chance of completing the current project?). This would be a nice bonus but not too overpowering. Paul.

10 Replies 260 Views

I would add 3. Ability of starbases to increase the defense value of all ships passing through sector (including freighters). 4. Ability of Starbases to block enemy ships from passing through sector (maybe reduce their range?) 5. Ability of starbases to control a wormhole (to another defined location in the glaxy) paul.

15 Replies 421 Views

The reseach trading does need serious balancing. It's too easy to win if you can trade research technologies. An empire with only a few planets should treat them as far more valuable than a large empire would. Ally victories are also too easy at the moment. Bribe each empire 100 credits a turn and within a few turns you win. It does not even matter if you bankrupt your empire to do so. Perhaps you must remain allied for a length of time and maintain peace for 100 turns before victory o

9 Replies 238 Views

The current messaging system needs some filtering options as it becomes very tedious mid to late game. When a new turn begins a new message window / GSN pops up listing all events. This is good. Any colonisation events now pop up and ask you to select the planet - good Any research events pop up and ask you to select the next research project - good Any social project or military project events pop up the planet window - good if empty queue, bad if not. What happens in later

3 Replies 148 Views

I would like to see this done trough the speak to. It could simple be a declare peace with option. If your relations are good that might suffice, or else you may need to offer money, technology, ships or planets to get them to agree to peace. BOTH waring parties should share in any peace benefits as both need to declare peace. How to add the threat is interesting. It should be fairly easy to add 'an or else I declare war', 'or else I embargo you', 'or else our alliance is broke

7 Replies 214 Views