Great ideas! Normally, I just strap one weapon on them so they are cheap to upgrade, then use them for cannon fodder to take enemy forces on wild goose chases while my main forces (complete with transports) move in on their planets and conquer them without having to fight their way there.
Sir Arfs a Lot
That is an interesting idea. A fleet of huge ships suddenly changing loyalties to become pirates in the middle of your main rivals shipping lanes could be a real inconvenience for them.
The good old 64MB graphics card is quickly going out of date. Although most games will run on them, any higher end graphics options (such as high anti-aliasing, high polygon ships, etc.) will quickly overrun the capabilities of the 64MB card. The RAM won't help too much with the slow down because of the high polygon ships, but everyday usage and gameplay should speed up.
it's also super useful for developing starbases. no more available comps on this starbase? okay, all the planets with rally points set to "south 3" now go to "south 4". all ships on their way to "south 3" now go to "south 4". it takes a turn for the new orders to take effect (your ships lose a turn of movement if you don't move them manually), but it's so much easier when
I've had that problem with the Torians too. So I declared war on them and destroyed the ships I gave them, then conquered them. That'll learn 'em for not using gifts properly.
This is a 4x strategy game, so there are different ways to win. That means, depending on which type of victory you are going for, different tech combos work better. Not to mention the fact that personal preferences play a roll in how you best play the game, so that effects what each individual person would view as the best combination. In other words, there is no best combination.
For example, in reality you obviously have the choice at any time of executing your entire population. That'd be evil. But even the evil races don't do it, because it's stupid. Well, maybe there should be a specific random event where you are faced with the decision to have to wipe out your population on an entire planet for some reason. <
I've have not had that specific problem, but sometimes my production will shut down for no reason and suddenly I'll be losing 1500 per turn, then next turn, I'll be gaining 1500, but my treasury will decrease, etc. This happens when I have a large treasury and all planets are building social and military so there is no reason for production to shut down.
There was already a few threads on the carrier idea, where tiny ships can be brought along. Great idea with the keep the transport thing though. Maybe an invasion option could be to set the transport to self destruct to increase your advantage, but destroyes the transport. Otherwise, you get to keep it.
I think it would be nice if a few, rare events are beneficial to the person who choses the good path for all of them. Not all decisions in life are more profitable if you follow an evil path, afterall.
The Drath are always powerful in the games I play against them in. Well, I shouldn't say that. One game I played against them, they took on the Yor early on and they never got too big... That's probably because the only race that I find harder to play against than the Drath is the Yor.
Hah. That happened to me one time, and didn't notice all the new planets. A few turns later, other civ's suddenly had control of previously uninhabitable planets all throughout my systems and used them to launch an assault from the inside. Made for quite the interesting game.
They could re-evaluate all the scores that were obtained on previous versions using the new rules. That would make all the scores on the level so anyone who actually worked for their scores wouldn't just have it erased, but also wouldn't have a rediculously high score compared to what they would've received now.
Well, sometimes you can get backed into a corner where you have to make friends... I'm talking a really, REALLY poor start location in the galaxy or something as drastic as that. Now, I know the next comment is going to be "Just restart it if you have a bad start location". My pre-response is the game is much more fun and challenging if you play the galaxy you're given.
Lol. Woot all you want. They're there and they make your posts look pretty.
Good point, serptico. It is kind of strange that the rest of the civ's can be warring and you still get a political victory. I guess I can kind of see why, because even though they are all at war, you are allied with all of them, so even if they destroy each other, it won't effect your friendship with them.
My point is, your post is pointless. It is how the game works, and exactly as stated in the documentation. If you don't want to win that way then simply don't make allies, or break the alliance before you conquer that last unallied race. I wasn't complaining about it or anything. I know it's spelled out in the doc's and everything. I just wa
Nope. Go to your account and click on the "edit my characters" link. Then beside your character you'll see "Edit Player", "Clear Scores", and "Default". Click "Default" and you're done! The medals will appear! Hurray!
You could also play on a smaller map, or adjust the settings so there are fewer habitable planets. That limits the number of colony ships you'll need so you can pump them out at the beginning without taking such a major hit in the pop dept.
I usually go ahead and build all the factories on the bonus tiles and then go on a tech rush to improve my moral and economics. I find if I can strengthen my economy fast enough, then building the structures earlier is a big bonus. Of course, this plan does occasionally fall through and I have to shut the factories down... But that just makes it more fun.
After winning a few games, I've noticed that if I ally with a race or two early in the game and then destroy the rest of the races it counts as a political victory, even if my ally didn't partake in the war. I see how this could be classed as a political victory, since I did have an ally to ease the game, but if most of the game was played in hardfought wars it's a little annoying to only get a political victory for, essentially, winning the game via military power. I know, I could a
I always play as good. At first it was to make the game more difficult, but now I've grown quite fond of the diplo bonuses so just love playing as good. As I increase the difficulty of the games I play, I've found that the good bonuses aren't so good once diplomacy fails, but with the new combat system coming soon in 1.2, this should be just the balancing needed to make the 'good' choice (pardon the pun). <img src="http://images.stardock.com/gc2/T_DL/smiles/Laugh.gif" border=0 ALI
NVM. I figured it out.
Carriers are the greatest idea I've heard for the game. I don't think they would be too unbalancing, since if you are not allowed to give the carriers weapons, their strength would entirely depend on the strength of the tiny ships inside. And if you do the math, 5 or 6 properly constructed tiny ships are roughly equal to a basic large or massive hull, so having a fleet of carriers wouldn't be any better than having a fleet of juggernauts, it would just give small/tiny ships late game usefullne
I know this isn't really a question about the actual game, but how do I get my medals (like 5 games played, race, etc) at the bottom of my posts?