This is a good idea, but there should be limits on how much you can modify each race. For example, you shouldn't be able to set the aggressive races below an aggression level of, say 5 since any lower and you're making a warlike race into pacifists which is just not cool.
Sir Arfs a Lot
That has happened to me as well. Actually more than once. Probably every 3rd or 4th game my money suddenly drops drastically even though I have a positive income. Never as bad as yours though. I can usually play for a few turns and bring the balance back up, so it's more of an inconvenience than a game destroyer.
Yeah the Torians are like the Federation, sticking their big, and I mean big and dumb looking heads in everywhere Poor Torians. I'm kinda partial to them because they always have good tech and are easy to ally with so tech trading is cheaper, making me able to trade for all their tech, break the alliance, then break them. I love the little gu
Does the game even tell you they stole a tech? Or do you have to keep checking the other races? After you complete a game it tells you how many techs each race stole on the tech score sheet.
Good is actually good for playing a militarisitc race. You have better defensive tech and AIs are more likely to surrender to you. Well, currently it is not, since in the late game, even with defences the attacking fleet almost always wins. But once v1.2 is released and everyone attacks at the same time: BOO-YAH! Defences will make all the d
I've gotten one of them mythical 700% mines, but no research and I *can* give a screenshot if ya want it, but I dont think the 700% production is as rare as the research one :/ I get one of the 700% mines every 5th game or so on one of my planets but have never ever ever never ever seen one of the research ones. I definitely think the
I've tried parts of this strategy, but more because I saw an opportunity to crash the already weak economy of the races on the brink of collapse by giving them research and factory techs that would have them wasting all their economy building them, and after they're built (if they get built) would use so much money to keep going that they would quickly be in debt. However, as a strategy used right from the outset to take over the galaxy I've never tried it, but the idea definitely has merit.
Maybe they could use the location of each transport ship at the time your last planet was conquered, an you can only travel the distance to the end of that radius (since range is, after all, a limit on range because of how long the people on your ships can survive without anywhere to re-supply).
Hey don't call him stupid. He did say he just purchased the game as well. The first few games I played I only used the core ships. It was a lot easier to learn the interface without spending time designing my own ships.
There's a built in colony limit in the game -- the number of planets. Want fewer colonies? Play with Rare Planets. Your complaint would apply better to a game like Civilization where you can build cities on every little square. Agreed. Since you can always reduce the amount of habitable planets before starting the game, you can stop the colon
And hippies demonstrate outside your capital with signs. Really? I'd love to see some space hippies.
Why bother to research sensors, why bother to build some when any ship have sensor range of 15 from the very beginning, making the complete line obsolete. It does not make sense, That would be the point of the random event: You now don't have to waste weeks researching all the sensor techs. The AI never researches sensor techs anyways, so if a
And what are the pw's of the uncolonized planets? Maybe they are not considered worthwhile to colonize because they would be too much of a drain on their economy. Personally, I've never had this problem with the Drath. They always spread as far and wide as possible. One game I played, the Thalans did stop colonizing for no apparent reason, but it turns out they were just building their military force and to conquer everything. Almost payed off too... The experience their ships ga
I think an end turn sound takes away from the game experience. I mean if you afe trying to engulf yourself in the galactic empire scene, and then every 30 seconds or so hear a noise, it would detract from the whole experience. The glowing button in the bottom right corner is more than enough for me.
You mean I have to wait longer! It'd better be extra sweet for the extra time!
They work on your homeworld, they just don't work for the moving your homeworld button. Right? Which I don't think you should be able to do anyway, it doesn't make any sense. Well, if you think of your homeworld more in terms of the capitol city of a nation then being able to change your capitol makes a lot of sense in certain situations.
Yes, welcome! It is a great game, and Stardock is one of the most loyal companies I know towards their customers with regards to patches and upgrades.
By the way these are inteded to be funny.. I sure hope so, because I got quite the laugh from them!
I sometimes use a low pq out of the way planet as a producer of a reserve force of ships in case my main planets (somehow) all start getting overwhelmed. Some games this ends up being a waste of a planet, but it has saved me a few times.
I am a "legitimate threat" when I have less primary planets than 2 other races, the same number as 6 others, and one more than 1 race, and out of 9 races have killed off only 1 that did not attack me first, and 1 that did attack me first? You don't have to be a "legitimate threat' for them to gang up on you. They also attack if they think you
Good gets lots of bonuses. They are viewed be other good and neutral civ's in a friendlier way, making diplomacy a lot easier, and not to mention, in v1.2 the combat system is being redone, so defenses will actually be useful on ships, making the good defensive bonus (finally) a great ability.
I mean, really--you might as well just toast the planet's inhabitants from orbit, and then send in your own people. Thats what some of the invasion options like mass drivers and tidal disruption do, but because of the game mechanics, rather than fewer people defending the planet, your soldiers just kill more of the enemy soldiers.
I thought the campaign was a good learning tool. The hulking power of the dread lords forced me to expand my strategies and learn how to cope with an overpowering enemy while I build my forces to counter them. As for which I like more, sandbox or campaign: Both have their perks. I love the fact that each mission in the campaign has some history and reason behind it, but on the other hand, the control you get of the game in sandbox is great too.
Hehe. I like chiclets. Makes me want to get more of them.
Just be careful that the AI does not recolonize it from under you I've had that happen to me before and they used the planets as production colonies to launch a massive assault at the heart of my empire.