Louis-guy reid

Louis-guy reid

Joined Member # 230163
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You hit the mail on the head with your comment. Concerning the forknowledge the AI has about where the good planets are, it is not an insurmountable advantage, the AI's have to get there the same as you, and at the same speed. You try to go for clusters of stars which increases you probability of getting a good planet. Sometimes you are able to infer where some good planets are by observing where the AI colony ships are going. Welcome and have fun... ~SDC~

6 Replies 641 Views

There are technologies to be researched that let you know where are better stars. The galaxie map shows you where the stars are, but not their quality. You still have to explore the star determine how good are it's planets. At the begining of the game you only have the details for the star systems you have explored. The planets listing includes only your explored planets, it can be sorted on different characteristics. ~SDC~

6 Replies 539 Views

Follow-up 3) If the Military slider is non-zero and *no* planets are building ships, what happens to the money? Is it moved to social/research items? There's nothing in the display that states this. (This is based on the assumption that Military funds are used only to build ships) You have to look at it as a bank account, if you dont spend for military, you have more for social, research or increase in your funds. Funds are not for a specific purpose. If no planets are building

24 Replies 977 Views

#1 - No, you have to send them individually. A suggestion has been made to figure out a way to automate this. #2 - Use this to help you decide. http://webpages.charter.net/trevorpowdrell/index.htm #3 - The slider is for the galaxy spending rate. If you dont build anything for one planet, the resource will be distributed to the other planets that are building something. #4- All buildings is at the same rate, unless you have build a social project that would increase the military produ

24 Replies 977 Views

I think that randomizing the AI's next move would weaken the AI as it would not necessairly be the best move for the AI. I would suggest that it would also make for inconsistant strategy as most strategies require namy turns. ~SDC~

29 Replies 1,068 Views

Economics are the secret to this game. You need to play a while to get the drift of interactions between the different variables such as planet size, population, morale, etc. I have been playing for a while and I still can't answer your questions with certainty. Here's what I know... Planet income is based planet size, social project-maintenance, research, starbases and population. The Taxes rate is applied to the income, what remains is for spending. I have not reconci

2 Replies 293 Views

Dino, the intelligence selection is done thru a thumbwheel, that goes from fool to incredible. There are 8 levels of intelligence, with increasing difficulty. Here is a post from FrogBoy that outlines how it is implemented. "One of the things we did do during the release candidates is make the game much easier to win on the lower levels. We found that experienced strategy gamers would get creamed even when the AI was set to "fool". But at the same time, at the medium t

4 Replies 290 Views

Here is my approach to trade... I build enough ships to send 2 to each stars I want to trade with, One for immediate trade, and another on guard, waiting until I increase my number of trade routes. I send my freighter as far away as possible, in different direction, prefering minor race, to minimize impact of embargo and war. In mid game I'll buy freigters from the destination AI, and send in to a star in the area, it saves travel time. Building starbase on the trade routes incre

3 Replies 291 Views

Here is my current approach. It worked very well with the beta versions, I was very surprise with my score. But with the latest release I'm having difficulty, so I'm still fine tuning my approach in response to the AI difficulty adjustments. Here goes... I rarely play other then galaxie, and my strategies are to win by peace, cultural, technical. My initial settings are mainly in speed, research, then defense and influence. Depending on the distribution of the planet, I

4 Replies 397 Views

If I remember correctly, the initial OS2 version had a max galaxie size of 22 x 22 quadrants and todays current max is 24 x 24. I suspect the performance requirement for increasing by 1 quadrant is probably exponetial. From a playbility, the distance would be so great that you spend time without interactions with the other AI's players, where all the fun is in. Contact coud be hard to come by in a 10,000 sectors compared to 576. Crossing a 24 quadrants galaxie for a transport,

31 Replies 1,298 Views