I have a small number of bare hull designs saved which I upgrade and use throughout the game. I think there are plenty of ship packs out there for download that would save you the bother of even designing your own. Putting the components on in orderly fashion is usually no big deal. Not sure why I even bother with that since I play the entire game zoomed out as far as possible!
random50
At high enough levels, the AI gets bonusees to pretty much *everything*.
Of course no way I can pack a warship with engines like that. It would be so lovely if I could. Actually, you can once you get to the end of the engines research line. Dreadnoughts with 30+ speed are then (just about) viable.
If you have nothing in your social building queue, the production gets shifted to military spending, as long as the military slider is set to at least 1%. This is why clicking on a building appears to increase the social numbers...that production stops being transferred. What you're seeing with using the highlight buttons is a glitch. The planetary screen often does not display the correct build times (and as far as I can remember, has never been totally accurate in any version). The
Yep, it used to be 10. That actually makes a significant difference to the colony rush on the larger maps. Again, it's more likely to hurt the AI, which keeps trying to colonize as long as there are empty planets, than the player, who knows when to stop to avoid overstretching starting resources. Though I guess it might make it touger at the top levels where the AI bonuses mean it doesn't suffer too badly financially putting small populations down.
The bank has finally been fixed (hoorah!) No need to jump straight over banks any more. Fairly strong downgrade to morale buildings. I think I like this...I've not bothered with the morale research tree at all for a long while because you can get 80% tax rate easily enough without it. Now it looks much more worthwhile. Morale trade goods (which have not been downgraded) are much more worth pursuing now. The farming tech changes though...I like the idea in principle. Combin
Does the AI ever surrender to you if you're at war with it? I thought it always surrendered to a friendly or neutral race. (Same with AI vs AI). I've had the AI surrender to me before when it was losing a war with someone else...frankly it's a bit of a pain - suddenly you're fighting a war on two fronts with a bunch of isolated and undefended planets!
Oh, I see. Only the basic production gets transferred from social to military - you won't even get your race bonus. Couple of ways to help with this...either put some slider points into military spending, or at least use the focus button on those planets you want the bonus. With focus, 1/3 of your social and 1/4 of your research will convert to military and you *will* get both racial and starbase bonuses on that. The remaining 2/3 of the social will still transfer over without bonus.
Can you trust the AI to use the new buildings properly though? A while back before the 1.3 beta, I tried putting in a "nerf center" to create a difficulty level between crippling and masochistic. This building had 25% morale bonus (to match the entertainment center I'd have put on the tile) and then a load of penalties (negative bonuses). I put it on the lowest AI priority possible. Originally, I made it cheap, but the AI built loads of them so I made it more expensive than an entertainment
There isn't much I can think of that would fix that Once you reach the stage where nobody else can beat you need either entirely internal or entirely external forces to come into play to keep things interesting. Example of each Internal - in Rome Total War it became harder to control your empire as it grew. It was never really
I wouldn't have used sandbox myself, but others seem to so I've tagged along. Stuff like Sim City, that's *real* sandbox where there's no set objective but those you set for yourself (box full of sand, make what you want ) I guess it's similar to non-campaign modes in 4X games where you control exactly wh
Speaking of the speed boosts... if you have overlapping starbases do you get stacked speed boosts? IE I've always thought about trying to build a really dense 'highway' of starbases down the middle of the map... dunno how useful that would really be tho. It used to and I assume it still does. I remember a post from a guy who had done ex
It lists the bonus in the planet details but I have now in numerous instances taken a planet and then blitzed 3 or more economy bases, only to watch the production numbers there not budge more than one or two points. It may very well be working as intended then. Are you sure these increases don't match the expected increases? The boost to produ
However with tax rates i canr arley get above 39-42% without my approval going low. I try to emphasize on approval building but it doesnt make a significant difference. Hmmm. Sounds like your populations are too high. A couple of entertainment buildings on each planet, even the worst ones, should get you somewhere over the 60% tax range. If yo
There's a common problem with sandbox strategy games...it becomes obvious you've won long before you've fulfilled the victory conditions. I probably only bother finishing 1/4 of my games, those ones where another giant springs up and by the time it's blatantly all over there's not much work left to be done anyway. It works both ways too...it can be obvious you're not going to win long before the final blow is struck, which seems closer to the problem you're suggesting. Either way I
I've never had a draw but now you mention it I could see how it happens. Occasionally after I've already wiped out all the opposition forces, a stray missile or two loops in on the animation and takes out a few more of my soldiers! Must be extremely rare though, even if you're trying to create one.
I noticed this ages ago but didn't realise it was a bug!
Personally I thought his question was answered in the first post!
There's a formula to determine attack order. I can't remember it though (sorry). Something like weapons/(hitpoints+defence). Attack priority is highest value first. Try using small or medium ships as support instead and emphasise weapons more than defence on these ships. Alternatively, if you're building defence on your tiny support ships, take it off!
Lots of comment has been made on this before. I'm not a huge fan of the system either since it dramatically reduces the worth of defences at very high tech levels because hitpoints don't increase anywhere near as rapidly as weapons and defences. But you'll always need some random element for the reasons given above, and to give the AI with its weaker ship design skills a fighting chance. You could get that without a uniform distribution (all values equally likely) though...
I use tiny hulled ships to invade as well. Since you always lose at least one ship, it's the cheapest way. Most of the time you'll find the planet you capture has enough military production stored up to immediately replace the lost ship. Also allows you to invade with absurd numbers of troops so you'll never lose more than a handful and don't have to spend a penny on invasion tactics. Downside is they're quite a bit slower, but that only really holds you up when you're first assembli
In fleets, supposedly the combined stats are used Where did you hear that? Combat is played out on a ship by ship basis. Turn 1, single ship uses 100 attack, and of course only attacks one ship in the flee
Good work! I was recently thinking about writing a new tech tree (the original's OK, but I'm not a huge fan and I'm a bit bored of it now!) which would also seek to compensate for the AI issues. The problem is there are just so many of them and I'm either struggling to come up with fixes at all, or coming up with fixes that would make the gameplay really tedious. As moddable as this game is, I'm not sure it's worth the effort without the ability to signficantly affect the AI behaviour. <b
Then how can I respond? I reckon I can back up every statement, but there's not much point unless you tell me what exactly you think's wrong with them. Please note the full comments though, not just the bits you snipped out. eg avoid most of the planetary improvement techs *unless* you have run out of tiles to build on.
OK. The reason I asked is because I had a very similar problem with Elder Scrolls: Oblivion...hard locks within 30-40 minutes even though the temperature logs showed my graphics card wasn't getting hot enough to trigger that effect. My card was factory overclocked. Adjusting it before playing the game back to stock stopped the crashes. One of those solutions tech experts tell me makes no sense, but it works, so what do they know? If you have a card which can be underclocked by softw