[quote]I'm not talking about using 100 spies on a civlization. I know when they are in place and actually spying they are still my spies. I'm talking about going from a complete total of zero spies, say I had to use them all to beat that event which infests your civilization with spies. Once all my spies are gone well they be cheap again.[/quote] No, they will still be just as expensive as before you lost the previous spies. RE: "propaganda ability" - yeah, I always forget what
WIllythemailboy
Even if there is nothing else, I would consider the campaign to be "lots of content".
Unarmed ships had zero upkeep in DL and DA, but have the same relative cost (as % of initial cost) as combatants in TA. Unless of course this has been changed since beta 4.
Correct. The same applies for life support - once the route is started, you don't need it any more. Given the upkeep rates in TA, you might be better off establishing your trade routes, then "upgrading" your freighters to bare hulls and a module.
[quote]This might be addressed in another area;When bartering with the AI and click "money" icon and it puts the number the AI wants, it will sometimes leave out a number.So when it's really 9372, it might read "937" or something like that. Anyone else have a problem in that area?(Running fully patched)[/quote] Yeah, that's pretty commonly known. The true value will always show up in the trade window at the bottom, you may want to look there to confirm how much you're spending on each t
Uhhh... last I checked, 10% of 90 is 9, so that 99 tp you got wasn't a rounding error.
[quote]Hmmm... sugar or vinegar?[/quote] That gets to me every time I see someone post it. Sure, you catch more flies with honey than vinegar. But you catch even more with bullshit. Let's not be encouraging that, okay?
[quote]At Suicidal, it's a whole different story. Even the minor races are unreasonable at that difficulty. Yes, I do understand the irony here. It's Suicidal. It's supposed to be hard and I'm complaining. But this is made hard in a way that feels really, really unfair to me. This is made hard in a way that basically removes this aspect of the gameplay. If the multiplier was x2 at Suicidal, I would be okay with it. But the difficulty multiplier seems like it's x10 or x20. It's something
They can be stronger than you, but if your military is ranked lower than 4th or so, you won't get that alliance.
[quote]Now, if you lose a capital to a planet takeover you cannot build one again? You technically don't have it anymore.[/quote] I don't know the technical details as to how, exactly, but this is how I would have set it up (and it seems to hold true, as far as I can tell): 1. Game checks if you possess x structure (true of most if not all 1 per civ structures - capitals, resort, spin control, hyperion shrinker, etc). If yes, structure cannot be built. Meaning if you take someo
Admittedly, most of my games are on enormous maps, so I might make more spies than you. But in my current game spies are running 4k+ bc each right now. That is a lot of money to be used killing one enemy spy. How long would it take for any given planet to generate that much income from one additional stock market?
[quote]The problem with this scheme is exploitability. If all techs take 15-20 turns (just to have numbers to argue with), this throws research entirely in the player's favor.Read: the tie 'feature'. The game is already clogged with player number-stacking exploits that aren't ever fixed.[/quote] I know all about the tie rules. All too often I find myself on the wrong end of them. The best answer to that is to allow mutual destruction as a result of combat.
Offensively, spies on morale buildings are often more effective than on farms. This is undoubtably an exploit, so if you don't want to hear about it, don't read. Use spies to disable all morale buildings on a planet. [I]Select something else, then reselect that planet on the main map[/I]. This refreshes the planet's happiness to reflect the lack of morale buildings. Attack using the propaganda ability. If necessary, repeat without the refresh step. That will allow you to attack with pro
The problem with this scheme is exploitability. If all techs take 15-20 turns (just to have numbers to argue with), this throws research entirely in the player's favor. The creativity issue alone (have they fixed this yet? I haven't played the beta since sins came out) will see players getting tech at several times the speed of AIs who lack creativity. Factor in 25% research anomalies for even more player advantage. End result: everyone techs slower than current set up, but players can tech fast
The part that bothers me the most about spore ships is that you don't get taken directly to the planet screen the way a successful invasion does. Rather frustrating, especially if you left one on autopilot - you could take a planet without even knowing about it. If this has been fixed in the last few betas, please disregard. That darn Sins game took all my GalCiv time recently :NOTSURE:
If you have a tech disadvantage, you can try planet exchanges. Take an enemy planet, sell it back to them, retake, etc. Repeat until you steal their high end techs.
This has been true from the release of DA. Don't know why, but no AI will pay for a barren or toxic tech, but will for aquatic, heavy, and (usually) radioactive. From my experience, this behavior is independant of the planets in the game. AIs will pay for aquatic tech when there are no planets available, and not pay for barren with a PQ26 within sight of their homeworld.
[quote]Also, that kind of coding change would probably result in every current Metaverse game to be cheat flagged as the game's core files would no longer match. I know for sure that would not go down very well with anyone.[/quote] Actually, that is the least of the problems with fixing MCC. Saved games rarely work over version updates, so anyone who would complain about this would finish a game in progress before updating, or abandon it as unfinishable. I personally would love
There is no way to contact the Dread Lords, only wait until they contact you. Although, it is pretty funny when someone else is killing them and they come begging you for help :D
I'll ask Stardock again, maybe I'll get an answer. Does everyone there have something in the game named after them? The Wardell system, Carinoids, Lentzlandians, Kohd Kritter....
[quote]Hi. This is God. We're currently experiencing some difficulties with upgrading the firmware to Reality 1.6b. You may experience sporadic glitches. Please report any bugs here and be as detailed as possible. What you were doing when it happened, who you were doing it with, at what time, etc. We thank you for your patience. [/quote] That sounds suspiciously close to God's final message in the (inaccurately named) Hitchhiker's Trilogy :D
This is useful for sowing discord among the AIs, as they don't seem to take treaties into account when setting the price for declaring war. Bribe the Terrans into attacking whoever they gave their treaties to and it will reduce how much their diplo bonus can hurt you. Occasionally I've resorted to trickery to make them declare war on ME to accomplish this.
[quote]Hi! No, I just think that the AI should be able to win properly! Imagine this: after a long ad "blody" struggle you've finaly beaten those nasty AIs down, and your ships rule the galaxy. There's no force left that can challenge you, you can go wherever you want, do what you please, but in the next turn BAM, you lose! AI just won a diplo victory, and despite all your might there's nothing you can do to prevent that. Really want
[quote] The reason being, i guess, that CODING the Ai functions as to aim for a Diplo victory would feel more like a very unfair cheating attempt caused by a tricky algorithm. What would stop the whole group (when playing against more than two AI) from outwitting the human player and stack the "virtual" numbers at the right moment? Nothing, but (calculated) logic i say! - Zyxpsilon. Because the AI should never want a
Users like U-235 are why I prefer the GameFAQs/GameSpot boards. I found at least 3 or 4 violations in that last post alone that would have gotten his account suspended by themselves, and taken in its entirety would most likely have gotten his account banned. Which would be a shame, he does have the occasional interesting idea. Too bad those ideas aren't worth putting up with his tantrums.