I can't install the demo or the full version. The above post will probably help some people, but unfortunately not everyone. :(
sector24
I have the same problem and none of the answers have worked for me yet. I also installed the Direct X on the disc just in case and downloaded the most current windows updates. ...and I copied the contents of the CD to my hard drive to see if that made a difference, I also checked for bad sectors on my hard disk, let my friend borrow the CD (he could install it just fine), etc. I think I've put about 12 hours into troubleshooting but nothing has worked so far.
I think if the AI was forced to use bonus tiles and build the correct building on them, we'd see a slightly more difficult opponent. The AI might think that it is not doing the right thing, because maybe the approval rating of the planet is lower than it should be or it is not generating enough influence, but at the same time so much more research and production would be going on that they could possibly get around that by using these new resources to capture planets or morale starbases. <
Hmm, well I guess you could declare war on them, and knock them down to about 10-15 planets, then annex 1-2 planets in the peace treaty. Then it would be easy to build just a few transports and buy their remaining warships (which they won't have many of) and do the cheese strategy of buying all their ships so they don't surrender. To be honest, your complaint is totally legitimate, and I hope they rethink the AI a little bit here. One of the other things I've found while messing aro
On the regular difficulties and with proper diplomacy you can wipe out any lesser civilization in a single turn. Build enough troop transports to take every planet they own, and park them 1 turn away from the worlds you plan on taking. If your ships are too slow, the AI will see through this tactic, usually you need to have speeds of 12 parsecs/week or better. Next, open up the trade window and buy all of their ships. Offer them every tech you have (minus soldiering techs) all the trade good
Only research influence tech up to and including the tech level of your most advanced opponent. That should keep things fairly balanced for the entire game, and free up valuable time to research weapons, etc.
"Not researching any +influence techs will get you creamed." Oh not at all, actually that was one of my easier games. It's definitely important to choose your enemies carefully, but what ends up happening is that all of your front-line sectors are on the verge or revolt, so you have to keep conquring 2-3 planets every turn to push that front forward. It's extremely rare for your planet to actually flip in 1-10 turns (I've held onto a planet with an IP flip value of 56.4 for 40+ turn
If you read some of the posts on this board you might think that already. KIDDING! But seriously, I played one game where I set my research slider to 0. The computer does not research influence or diplomatic techs, 3 and 9 were included in the deal. I had to sell off my planets to get planetary invasion, so I could take my planets back and get more tech. It was actually one of the more interesting games I've played.
A lot of people do not like to play beyond "tough" difficulty because they feel that the computer should not get artificial bonuses. A lot of people also feel the AI is lacking and that games are too easy. In previous games I've played, someone always develops "Ironman" rules to make the game more difficult without giving the AI more advantages than it deserves. So I thought I'd get the ball rolling and maybe increase the enjoyment for a few of you. <img src="smiles/Wink.gif" border=0 ALIG
I think if the AI built the way players built, masochistic level games would be impossible. Beyond impossible. However, this does mean that on tough and lower, the AI is fairly flaky when it comes to building. I've see Omega Defense Centers on top of influence tiles, and then an Embassy on a regular tile. I've seen a factory on a research tile and a researc
I don't know, there's a certain amount of sick pleasure in building Huge ships that move 25 parsecs/week and clearing out the defenses of 4 different worlds in the same turn. Not to mention Troop Transports that move 41 parsecs/week. Whee! There is some merit to your idea, but the current system is ok too.
It seems like when you load a game, any planetary improvement or ship that is scheduled to complete in the next 5-10 turns will not have a GNN mesage. It seems to correct itself after 5-10 turns, but very annoying when you have 20+ planets and things are being built every turn.
There's nothing random about the ground invasions. If the invasion is 25v5, you kill 5x as many troops as you lose. So your 1000 troops can kill up to 4999 troops and win. All of the soldiering and tech numbers just modify the single random roll you make to determine the outcome of the fight. Now how are the advantage numbers determined? I have no idea. <img src="http://images.stardock.com/gc2/T_DL/smiles/Hmm.gif" border=0 ALIGN="abs
The only thing the AI does that I have a real issue with is not use the bonus tiles when they make buildings. They always build a factory on the production tiles, thumbs up there. But quite often I see Planetary defenses on a research bonus, and an invention matrix on a regular square. Same thing with influence, approval, and farming tiles. The worst is when they build a manufacturing capital on a research tile, because you really don't want to bul
It would be great if you could use espionage to degrade relations between two civilizations. Maybe something for a far future patch.
Alternatively, if you have good diplomacy skills, you can trade that starbase to someone at peace with your enemy for money, tech, or another starbase until it's repaired, and then trade for it back. This prevents it from being destroyed by your enemy, and depending on who you trade with you may actually make a profit on the deal.
This link shows maximum population by PQ. It's very handy. Link
As far as I know, the Mind Control center increases economic output by 100% and has no effect on culture or influence. We both know what the tooltip says and what the building is SUPPOSED to do, but.....yeah. Build it on your Economic Capital.
I have played games that do this (Stars! comes to mind) and it's a neat idea. But the major difference is that in Stars! you occupy the star system, not any individual planet. It is abstracted. You correctly pointed out that flipping ownership of a colony via influence would not work, and there is no method or orbital bombardment to destroy worlds that you can't colonize. It's a nice idea, it works great in games that plan ahead to includ
I did not choose any growth selections when I chose my race, but the formula only applying above 10b may be the culprit. Thank you for the prompt responses.
If the number in parentheses is 4 or greater, there is a chance each turn that the planet will defect to your civilization. I believe a higher number increases the chances slightly, but not by a whole lot. I've seen planets with (55+) resist defection for 25 or more turns. If you are at war with that civilization it's much much easier to just conquer the planet. Influence only really comes into play when you are trying to take a planet during peace
The reference I use is: Link It states that for instance, a planet of PQ 5 has a maximum population of 4.3b. I have found this value to be completely false. In the game I'm playing I have a PQ5 world with a natural population 7.7b (meaning I let it grow and did not ship any colonists there via transport) I guess my question is has the formula changed or is that site