axhed

axhed

Joined Member # 2211359
0 Posts 5 Replies 10,770 Reputation

i've been having good luck with the following method, up to (and including) painful difficulty: set taxes to 49% and spending to 100%; pop growth is managable, econ is healthy set military/social/tech spending to 26/25/49 research the techs that give empire-wide production/morale/econ bonuses first; large+ galaxies, get sensors and build 1 or 2 more (custom) survey ships to find those big planets, resources, and 2500bc anomolies. design a new colony ship with

46 Replies 20,042 Views

most people (including me) probably cannot see the blue circle representing the spher of influence of constructors. You need 2 constructors when deploying a station. put two constructors where you think the station should go, then select both constructors - Yes! now you can see the blue circle. that is a great trick... if you've got two

10 Replies 16,677 Views

i've found that the higher the difficulty, the harder it is to flip planets. which difficulty are you playing? edit: whoops i didn't see i was in teh da forum... i know nothing...

5 Replies 3,611 Views

also wanted to point out that with the integrated chip in your laptop, you don't really have a card with 64mb of ram; it's borrowing 64mb from the system ram itself.

31 Replies 15,906 Views

* when i launch a ship from a planet, plz make it auto selected. the gc2 beta did it this way, and it becomes a problem when you need to launch several ships from a single planet. trust me it's better now.

4 Replies 3,115 Views

keep in mind that the different difficulty levels and galaxy sizes require different strats. i'm by no means an expert yet but i'll give it a shot: 1) just build a new colony ship from scratch with 2 engines. 2) i usually go 25/25/50 for m/s/t right off the bat. spending 100%, tax rate 49%. when it's time to go to war i'll do 75/15/10 to pump out the ships 3) i'm not sure which strat leads to more money per turn, but adding a farm at the appropriate time will give y

11 Replies 9,489 Views

a ha! i was wondering who the heck would spend 10K on a good ethical alignment. now i see it was just cause i was pretty evil in those games. have to admit i've never seen evil cost 10K mua ha ha ha ha ha haa

9 Replies 9,136 Views

scanner range is capped at 15. i would guess it's to limit the amount of info the ai has to consider each turn. i didn't notice the cap until i had built the wonder, too, and thought that the wonder was overwriting the range, but it turns out it's just capped at 15. i miss my scanner range 42 ships from beta

10 Replies 6,205 Views

i read somewhere that the luck racial ability increases critical hit chance. that was the only mention i've seen around here about critical hits, but in most other games critical hits do double damage, or 50% more damage. just a guess that they might have hit you for 3 pts, scored a critical for 6, but you defended with a 1. like i said, just a guess... but it makes sense.

3 Replies 3,571 Views

ooookay not sure what happened there... ...putting ANYTHING else with the name deepspace.mp3 or whatever in its place? i LOVE LOVE LOVE the rest of the music but the droning deepspace tunes are really irritating.

2 Replies 3,806 Views

One thing I do is build a medium size hull and load it with nothing but engines and sensors....voila...instant sensor platform. (dont forget some lifesupport so they have SOME range!!) oh yeah in the beta i used to pack a cargo hull full of sensors. i think the highest scanner range i managed was 42 parsecs lol. i did it half for the

46 Replies 23,225 Views