Daemon Jax

Daemon Jax

Joined Member # 2425296
1 Posts 2 Replies 9,130 Reputation

Heh. I've noticed the same thing. What I do to solve this problem is: 1) Move fleet next to world being attacks by the enemy 2) Disband fleet 3) Trade the fleet to the AI who owns the world being attacked Althought I find it inneficient to use fleets in this way. It's better to just attack the offender myself with ships that can win. That way, I keep my military strength, rather than giving it away to another AI which will either A) Lose the war, or B) Win, a

8 Replies 6,785 Views

From my experience, the AI does an excellent job in determining what ship to attack in combat to get the most enemy casualties. No complaints from my end.

24 Replies 10,414 Views

You may be right about production potential being very important in whether the AI decides to attack. It would make sense. I've also noticed that on the "lower" difficulty levels the AIs tend to let you live in peace, even if you have a very low military.

12 Replies 8,058 Views

On Suicidal, I have found that the only playstyle which works for me is: Racial Picks: +50% diplomacy, +50% research, Populist party (for +20% morale and +20% diplomacy) Initial Strategy: Build 3 factories on all colinized worlds, with the rest being research labs. Then proceed to out-research the AIs, and trade my techs for BC to fuel my nonexistant economy. Sliders: 100% Spending 0% Military 50% Social 50% Resea

4 Replies 5,234 Views

I agree that choosing either Evil or Good choices for "moral dilemnas" should be a tactical choice. However, as it stands, this aspect of the game has no tactical value because there isn't a real choice to make: As it stands right now, it's a no brainer to choose all the evil choices for the added upfront benefits (which are too often too good to pass up). The majority of moral dilmenas arise at the beginning of the game, durin

59 Replies 32,629 Views

I agree with your assessments. Beams > Mass Drivers > Missiles in terms of "most bang for your buck". So, Beams would be the quickest upgrade path... However, the AI knows this as well. There is a clear preference for the AI to research Beams weapon technologies... Sometimes eventually Mass Drivers... In my games, the AI's prefer to research defensive tech in the same line as their offensive tech, and suddenly it becomes advantageous to research Missiles instead. (Or maybe the def

6 Replies 11,120 Views

I've read posts similar to this, and it always left me scratching my head... I've never had a problem with the AI not choosing to trade it's most powerful weapon technologies with me after week, say, 26. And I play on Suicidal.

5 Replies 9,078 Views

I've also found that having the #1 military is the key to survival. It's the only way to guarantee that you're not going to be invaded, which, imo, is very very important

12 Replies 8,058 Views

> Just a thought, but did you own the Galactic Bazaar? That would make it feasible as it increases the value of trades > on your side of the screen by 50%. Good call, Mag. I always play with "Jedi level" diplomacy. Loading a previous savegame and giving it a shot right now... Results: Nope, doesn't work on Suicidal... In fact, I can't even trade 40 bc for 100... and they're friendly to me. And my diplomacy is *nearly*as high as it goes (Total

15 Replies 16,265 Views

I agree that a more time consuming, yet less expensive, way of upgrading ships would be a well received addition to the game. As coded, they may as well remove the feature altogether because it's too inneficient to use (except for the first turn colony upgrade -- but I always feel bad about doing that because they AI never does). For people that can easily afford the upgrades, or that generate 2000+ BC per week soley by their economy, I say you're game is lasting far too lo

26 Replies 26,984 Views

Regarding bonus tiles: I've never noticed any discrepencies for bonus tiles. If it's a 700% tile, I seem to get a 700% bonus from the tile. (I'll look more closely at it next time, though). I do know that the bonus I get from a 700% bonus is HUGE, so I never bothered to look closely at the exact numbers... Regarding game economics: If unused social spending and/or indivudal planet production sliders were incorporated, then the game would simultaneousl

115 Replies 61,325 Views

I play on Suicidal, and penalties for having high population planets by far outweigh any of the bonuses (for my play style, atleast). On Normal, you can get away with playing any way you like and still win. That's mostly true for on Tough and Challenging as well... But on higher levels of difficulty, you'll begin to notice that it's inneficient to to have populations over 5 billion people on any research/manufacturing planet -- regardless of it's PQ. It's different for In

6 Replies 9,107 Views

The slider is definately at 100% industrial output I play on suicidal, heh. It would really help me out if I got the expected bonuses from the Technological Capital. Note that the bonus effect from a Manfucturing Capital and a Technological Capital is night and day, where the former is actually very beneficial. I still build them.... broken as they are... out of hope that o

12 Replies 20,336 Views

Exactly what is it doubling then? (You know, that part about a 100% bonus to the world's research output...) The bonuses off the Initial Colony then? If that's working as intended, then it works differently than the other capitals, and it's fluff text should be changed to read: "4 trillion dollars of pure garbage."

12 Replies 20,336 Views

Interesting. After reading your post, I first put it into the strategy column. Then, after thinking about it, I thought it was more of an exploit... But, finally, I think it comes out the same as buying the ship to begin with.

10 Replies 17,246 Views

Heh. By the way you're describing it, you're making it sound like this begins to happen at turn 1. If that's the case, all I can do is giggle because I have no idea what you could be doing to cause that -- besides the obvious way of launching transport/colonies.

10 Replies 5,943 Views

Scenerio: I like to bump the sliders around to research tech in one or two weeks. However, OFTEN, after going to the next turn, the weeks remaining for the tech to complete doesn't change. I often use the quicksave feature to be able to go back one turn, often to put an ADDITIONAL 15% into the research slider just to have it complete in the time presented. However, this is not merely a small rounding error or something

0 Replies 3,689 Views

Scenerio: World produces 57 research beakers (or whatever they're called), and I want to add a Technological Capital. Seems like a good idea, right? My manufacturing planet shot up to 100 hammers after I added its capital, so I figure this would come close... No tiles were available, so I decided to upgrade an existing research center... Doing the math [ (57 - 12) * 2] that would mean 90 beakers for my efforts.<

12 Replies 20,336 Views