h3lmut

h3lmut

Joined Member # 2386435
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In Deflectors: Enhanced Deflectors cost 39bc, every other Deflector costs 30bc. Typo? In Armor: Tri-Strontium I and II are identical (6 size, 3 defense, 70bc cost), I think Tri-Strontium I should be 7 size. (Before one of the X patches all three were identical, so it's been partially fixed). At the end of the beam weapon tree: Disruptors III are 8 attack, 5 size, they "upgrade" to Subspace Blasters, which are 6 attack, 6 size (whi

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I think I may have been a little misunderstood -- I would totally love it if the AI was evaluating its situation with me more "correctly" (for lack of a better word), and started doing hit and runs on my defensive net with fast ships, or came up with some other solution. This isn't with the gimped AI either -- my game settings (since I forgot it in the original) are usually huge or gigantic maps with rare stars (usually loose clusters or scattered). Ideally, I'm going for around 6 colonies per s

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The opening (this is the part the AI does cope with): The best race/poltical party I've found for this so far has been Human/Technologists. I buy a factory first thing on Earth, then queue up a couple of labs, then another factory, then a morale boost, then a econ boost, then a farm (leaving a space or two blank if I remember). I crank taxes and spending on the first turn, and lock my research rate somewhere between 40 and 50 percent. I go

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As Frogboy has said, the wasted Social spending is not a bug, it's an intentional design decision because, as designed (with the automatic improvement upgrades), your economy goes crazy when you get improved buildings. My counter-argument to this would be: you can have the exact same issue the wasted social spending prevents with military spending (admittedly, the reason you're suddenly -1000bc in the red is more immediately obvious, because the game w

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