Up the difficulty level If you have the highest military rating the other civs will most likely leave you alone. So you need a difficulty where it is hard for you to obtain that.
Kblore
Yes. I went Evil early and got it as soon as I could. IMHO the Mind Control Center is the single most unbalanced thing in the game. The extra 100% economics bonus is big but I've done almost as well playing neutral I've been running some numbers trying to figure out some details from what you've posted. To me it looks like you've got about 1 farm
He's definitely spending the extra cash to get the bank account under 20K at the end of each turn. He probably also has the double economic event in effect.
If I’m missing or overlooking anything here please let me know Senate agreeing to go to war. Increase the impact of Taxes in relation to Approval Rating It already does -- just put your m
BTW there's no reason not to kick the tax rate to 80%; -122% morale for 79%tax rate and -123% morale for 80% tax rate.
Ah geez you beat me by 100K or so, I only had around +400K/ turn at my best. But your expenses do look awfully low. Oh I see you got more planets -- I only had 379 planets.
Why shouldn't small planets generate income? They do generate income. They'll never be a true economic powerhouse but they do ok. If you want a class 4 or 5 to generate some good income, put down a xeno or intensive farm to get max pop limit up to 10 or 11B and transfer population over to the planet with colony ships or troop transports.
If you had to set the Spending Distribution sliders at one position for the entire game what would it be? What's the maximum you can set the military slider to and still keep up with technology and social projects? If the AI also had to get by with its initial spending slider settings too, I'ld take my chances with 100%MP and just use focus for S
By the way the max pop of a class 4 planet is not 2.5B and is not 4.5B for a class 5 planet. Those are just the population where the population growth stops. So why not put down a farm and 3 stock markets and import the population? Myself I like to crank out transports with 2K troops ; so a starport and 3 factories works just fine on a class 5 planet. A class 4 planet, I just import pop up to 5B and crank out some constructors with a starport and 2 factories.
Devs, give us some help I don't understand the silence we get from Stardock on this topic. After all the game manual that came with the boxed version had the bonus's clearly listed. Even if they were wrong ( a presumption on my part ). To me this indicates that Stardock had the intention of letting players know the bonus's the AI gets at
On the topic of Blitzkriegs, I think it would be a good gameplay element to get rid of sneak attacks and not allow attacking until the next turn after a war declaraction was made. Allow the civilization that has war declared against it to get in the first shot. Realistic? -- No -- but I think it would make for a better game. Personally I do not saturate my enemies space before attacking but still think it would be nice if they got the first shot.
My 2 bc Trade routes probably can be a significant source of income on the smaller maps where each civ only has a few planets. But on the larger maps where I have 26-80 planets after the colonizing phase -- trade is just insignificant. Morale and economic resources are what's needed. Personally I think economic resources are probably more important but I'm not entirely sure. My current game is a 1.31 suicidal gigantic abundant map -- I have 3 economic and 3 morale reso
had 100% tax and no spending and was still going in the hole fast & furious The people should be in complete revolt!
Clarification: You will have the option to play the original game or Dark Avatar. We have decided to make it so that they play almost like seperate games Fantastic, thank you!
300% farm tiles, well i won't say they are 100% useless I'm in the minority -- I like 300% bonus farm tiles. A basic farm on a 300% bonus farm tile will support 12B population -- add that to 5B from the initial colony building gives a 17B population -- just perfect. Is it a huge thing? -- No -- but still nice.
For me the 70% population growth bonus is still the best. Just cann't beat getting all them 3K troop transports filled up before the other civs even have 5K pop on most of their planets.
How about allowing fleets to move simultaneously rather than consecutively Comments? I like, however it would probably take a lot of work to code it into the game and have the AI take advant
Just place your mouse pointer over the planets approval percentage number ( on the colony management screen ) and the game will tell you how it is calculating the planets morale. The 2 main factors are tax rate and planetary population. More population stops affecting approval% after a planet gets 26B pop. Haven't heard of anyone getting up to 26B with 1.3 or 1.31 though.
If they nerf stock exchanges, I'll burn the box, I swear I think we are safe. Frogboy is pretty much worn out updating GC2 for us. Stardock has said update 1.3 is the last update series. They are just doing bugs and minor AI tweaks now. But for DA all bets are off. However, I would really like to know why Stardock nerfed the mor
Why are people so obsessed with having 100% morale? To fill up transports as fast as possible to conquer as fast as possible -- at least that's my obsession. There is a +25% population growth bonus for 80% to 99% planetary morale I think.
In 1.2 banks cost 250 with +24 econ and stock markets cost 150 with +30 econ & +10 morale & +5 influence In 1.3 banks cost 100 with +20 econ and stock markets cost 120 with +25 econ & +10 morale & +5 influence brycej has the banking center costs for 1.2 and 1.3 reversed. It's 1.2 and earlier that the banking centers didn't make any sense. The econ building techs doubled in costs from 1.2 to 1.3 except for stock exchanges that went from 800 RP to 2000 RP -- still a
I can attack, take damage, and upgrade which repairs all HPs on the same turn and be ready to go the next turn and do the same. That's what people call an exploit. We don't want to make it a viable strategy, do we? Exploit???? -- come on it is a gameplay element -- most games do not allow upgrading on turns when a unit has moved -- GC2 doe
Just thought of another big advantage with huge hulls -- repairing HPs by upgrading. I can attack, take damage, and upgrade which repairs all HPs on the same turn and be ready to go the next turn and do the same. With the smaller hulls you have to make new ships and then move them to the front lines. Of course I guess you can just have a steady flow of reinforcements. I just like big ships and since I've been successful with them .... no reason to change till I get bor
More like gameplay mechanics -- the hexagon system has just never caught on big time with games. Too bad, I certainly prefer it but I guess the majority of customers wins out on this one.
I like either huge or gigantic maps and suicidal difficulty. I've always liked larger hulls and usually start with medium hulls and work up to large and huge hulls as I can. Partially cause I like missiles. But there is another really big advantage with larger hulls -- speed -- I can always get more speed with a larger hull and I usually sacrifice a lot of offense for more speed. I just tried designing some small and tiny hulled ships and I didn't see how I could make a good sh