"Custom" was left off the list of favorites. Ah, well.
shiva7663
Picket line busting is yet another reason to escort your Terror Star with at least one attack ship.
If you've maxed out espionage against a civ, you should be able to tell before a vote what option they'll choose on a United Planets issue.
Well, you can do that, at least in part, by laying out a string of military starbases with ship speed augmenting modules.
Quintillions of electrons are being squandered on this thread. Entropy wins.
If you set thing up too sparsely, you may have to use starbases just to extend your range. I like all abundant at gigantic.
That empty tiny hull trick sounds like a fairly hideous exploit. Has that been reported before?
Sometimes planets are "defended" with empty hulls and scout ships, which have to be blown away first before a transport can land. In those cases, an unescorted armed transport with even 1 point of offense can be effective.
There are so many Kane's out in the wild, which one do you mean?
That web page also has a bunch of invalid ID tags that begin with underscore characters, no Doctype, and over thirty validation errors.
/signed
[quote]I saw the Snathi declare war on the Drengin once. That was pretty awesome.[/quote] In a recent "keep all the civs from being conquered" scenario suggested on the forums, the Carinoids declared war on a major and I was like "plz make peace, not war" and they were like playing innocent with "don't ask us, ask them, they don't want to stop fighting" and I was like "well, duh." heh. [quote]I've actually seen a minor race become more powerful than a major.[/quote] I have too.
I agree about Star Trek: Legacy. It's one of the worst console to PC ports I've ever had the misfortune to try to play. Bethsoft is not good about cleaning up after itself; there are hundreds of unfixed bugs still in Morrowind. As for Vista, I cannot recommend it to [B]anyone[/B] until the later of SP2 and an additional year have passed. Better to get a full price copy of Windows XP SP2 and install that, especially for gaming needs.
PC0 planets are why I'd like to see an additional tier of the Terraforming technology track that makes them habitable. Certainly, not for free, but still....
The manual method of food surplus shipping via freighters is an interesting one, but I wouldn't want to have to sacrifice a normal trade route to do it. The scale of it would be along the lines of the connections between mining areas and planets. Think gigantic and immense galaxies (I play a lot at the larger sizes). Food surplus benefits wouldn't be nearly as useful in the smaller games. Automating food export would make it easier to manage, and you'd have interesting effects like espionage age
I'd like to be able to place a spy on an enemy ship. It would lift the fog of war for that ship and whatever its sensor range was. The spy should be able to attempt sabotage to destroy the ship (chance of success based on the civ's espionage ability score with a difficulty modifier based on the experience level of the ship and whether the ship in question is the civ's flagship). Only ships currently visible would be allowed to have a spy placed on it.
I'd like to see some combination of tweaks that would make a world with a low population but maxed out farm improvements (a "breadbasket of the empire" kind of world) a viable type of specialty build. In other words, a way to export an agrarian world's food surpluses to other planets of the empire. You could then have a high population world that would, for example, suffer a mass die-off from starvation if the farm worlds supporting it are conquered. The game mechanic for it could be analogous t
Alien tech should spawn a parallel branch of your tech tree, so that, for example, if you conquer three different civ's planets or spy for techs and get the same kind of top tier tech with different passive benefits, you benefit from [B]all[/B] of them. In other words, there should be a separate root available for each alien race's "acquired" technology. That would definitively prevent overwrites.
[quote]Starcraft is one of the biggest games these days, especially in Korea. People say its the best game ever made. [/quote] Sorry, but chess is the best game ever made.
In Groovy Green Peace, it might be impossible to prevent the demise of a minor civ too far away for you to effect the situation, early in the game. Still, sounds like a great challenge.
Just had another thought on this topic. Would having an economic might rating of zero due to a tourism-driven economy negatively impact Metaverse game scores?
Which bonuses you would have reasonably earned through trial by combat. One presumes the AI major civs could also benefit as well as they are able.
[quote]And a game play question - Korath have slave pits etc (so replacement for factories etc) so, will they eventually not have access to the standard items but only their own special items. Research labs are one that stands out. This would seem to make more sense.[/quote]Acquisition of enemy technology through conquest, espionage and tech trading will give them access to traditional technologies. If you normally play with tech trading turned off, it will be more haphazard, of course. <br/
I'm running Beta 2, Torians in an immense/abundant galaxy with max number of enemy civs and minor civs, and minimum difficulty setting. Tax rate: 0% Tourism Income: 1715bc/week Total Expenses: 900bc/week Treasury: 4248bc 24 colonies 96% approval With the above, I have an Economic Might Rating of zero. That doesn't seem right. It's as if tourism wasn't taken into account in the calculation at all. I'm running a strategy where I have the bare minimum
There would be plenty of reasons for (not very nice) people to do the tourist thing in Drengin space. Hunting preserves stocked with sentients, for example.