Absolutely! One player can't make an empire and sharing knowledge makes us stronger players. The primary reason I choose the Diplomats when I left my dying empire was that they had a sense of community and a history of longevity. Both things that make an empire worthwhile and they have absolutely nothing to do with points.
Purge
That would be good to see.
Answers are up. Keep asking away, it's almost impossible to get everything in without a memory jog or two. Right now, the game inside the game is keeping me entertained (points that is). 500K is certainly doable. 600K might even be possible with refinement and if the chips fall the right way. I think the race to 500K may have just started!
Ah, but the definition of hoarding is what is in question here and why it needs to slide with size of your empire in some way. 20K is not hoarding in FC's original post of a 200K+ per turn revenue.
FC you are the machine! I've been chasing you for 300K metaverse points and finally pull ahead...For about eight hours! Congrats on another excellent game. I posted up some more on what I am doing in the members only area. Both what I did, and what I think can be done to improve upon it. I think it's enough that others can probably duplicate the majority of what I am doing, but I may still need to do a game walk through to make sure I'm not missing any key details. Combining this w
The problem is that the 20K cap is a fixed number designed to keep people from hoarding cash on small maps. It just makes no sense on larger maps. To me, if he wants to prevent hoarding, this number should be a factor of your income. If you only have an income of 500BC, 20K is to high. If you have an income of 1 Million BC (as some have reached) a 20K cap is insane. Perhaps limit the number to X times you generated income, so it scales with your empire? I.E. Your income is 2K, and
Evil also gets the Artificial Slave Center which helps out your military production. I haven't seen hard numbers on it, and haven't really looked, but empirically it does make a difference.
Dropped in a 394K Bomb. Aliens, what aliens? The existence of aliens is a rumor perpetrated by enemies of the state...And no, that is not an alien corpse under my boot heel!
I actually don't expect to win the colony rush on suicidal games. I was playing huge suicidal maps with a typical colony rush of ~22 out of 250 planets and I have won every single one of those games. I'm currently doing a gigantic with 27 out of 460 planets in the colony rush and I will be posting a win on this one as well. Sometimes the difficult starting positions teach you the most about how to gain advantages over the computer since they challenge you to be more creative.
If you gain an innate sense of the value of a trade item for the AI's use it can be smart to trade only some technologies all the way around, but not others. For instance, if the AI already has a better weapons tech, trade it a worse tech. But if you have a better weapons tech, withhold it. It might be a while before it develops or trades for a better one on it's own. You can also use this to cripple the AI. If you are planning on launching an assault on the AI in 5 to 10 turns, trade it pl
For me, the difference in larger maps is in the number of planets. If you change up the frequency of planets, you get ~460 on a gigantic map. It's a completely different thing to face an AI with 70 or more planets instead of 7 and not simply a matter of greater distances between the stars.
Nod and a hat tip!
I'll definitely second the custom ships. If you win with the pre-built ones you'll need to up the difficulty quite a bit for the AI just to stay even when you build your own.
I agree with FC. I usually leave behind most of the class fives and a few of the others. So long as you don't have too big of a concentration behind your lines it's not a big deal. This is especially true on the higher levels (which doesn't really apply for newbies). The AI will develop them faster than you can with it's bonuses and do so at an economic loss. About the time they become worth something you can take them from the computer.
Good to see you to see you back around e-stab.
Morning all. It appears speed and whining are the topics of the day. Anyone up for speed whining?
Ah, the future will be filled with roving gangs asking you how many books you have read. They will quiz you on the content! If you fail, they will tie you down, glue your eyes open and demand that you tell them to flip the page faster!
Once I have read a few posts by someone that is the primary determinate of the value of their opinion. But when I haven't seen a name before and I am looking to evaluate whether their idea is useful or not at the level I play, I do sometimes check out the difficulty level they are playing. I have to make choices about what strategies I would like to try out and, all things being equal, something new from a Suicidal player will get tried before something from someone playing at a lower level.<b
All are true for non DA 1.4
Thanks for the ego boost! So far as I can tell, that is the second highest huge game posted. Magnumaniac has me beat with a 8 year 259K game. Your doing pretty good yourself there. A nice trajectory on jumping up the score on each consecutive game. I have figured out a few things to maximize the score. I'll post some stuff up in the Core once I get a chance. Even better, every now and then you get a Eureka! moment. I've had two previous ones and both jump
Morning all. Gigantic suicide map is going well. I know I'm doing well when I am starting wars on opposite sides of the map at the same time!
To sum the complaint...The AI needs to know how to prepare for war, especially on larger maps. Right now it just goes "I'm stronger, and don't like you, so I am declaring war." The human plans wars out far in advance and only declares war when he is ready to start blowing ships out of the sky...And as many ships/planets as possible in the first turn. All the planning is around maximizing this.
Heh. I just posted a similar solution on another thread. For you old timers, think MOO, it had stargates. You needed one on each end and they worked great. You still need engines, because they only work between your own planets...The cost was in building the gate itself, not in use.
The original MOO did have stargates. They were fairly expensive to build and could only be built around one of your planets. They (I think) where lost when a planet was conquered. You could only travel between two stargates. So, you could get anywhere in your empire in one turn, but going to somebody else's planet required good, old fashion engines. I always thought that the stargates in MOO where one of the cooler items and I could see them having a place in GC. MOO built them as part of
Think of it as Roman style bread and circuses electioneering!