Well, I do play on suicidal, but I think it is more a matter of playing with more planets. More planets means more research so you can get through the trees faster, and more tiles so you can spare space buying up galactic resources quickly. I don't believe I've found a morale exploit, quite the opposite. Morale, at least in my games, isn't exploitable. It is so easy (and typically fast) to hit the cap, that most of the morale pumping things in the game have no meaning. Hitting 100%
Wyndstar
And, to clarify, my problem with knowing for sure on the governments is that I typically already have a 100% morale before I get to Republic, so I have long since stopped checking to see what my morale is. I keep meaning to remember to check and then forgetting, because it doesn't matter by that point anyway. Also, you will pick up random morale increases from anomolies. If you set anomolies to abundant you can pretty easily get another 10-15% increase there. <a href="http://
Any player has to work to get their morale even near to 100!! I wish that were true. For instance, with Krynn you can start with a +80% bonus, researching xeno entertainment gives you another +15%, and by turn 5 you are already at 95%. Just look at how easy it is to pile up a huge morale bonus: entertainment line: +15+5+5+5 = + 40 wonders: crystals +15, ultra spices +15, virtual reality modules +12, frictionless clothing +10 =
wouldn't the easiest solution be to simply turn the global spending slider to 80%? Shock! Horror! Lowering the production slider is a move of desperation, and means you failed to manage the game properly. I shudder to think.... Iztok - I did, thanks! Congrats! Yeah, I would be happy to g
Aw, man, I already made plans with my Lady for all weekend. I can't wait to sink my teeth into this sucker. Looking forward to seeing what they decided to change.
The bonuses are a huge 25% for each production type per government upgrade This was an old rule for government upgrades. Now, each form of government appears to only add a cumulative 10% to your economy (so +10% for republic, +20% for democracy, +30% for federation), although I think there is also a hidden morale bonus. All you ever need is to keep morale at 60% and you will win all of your votes. jwburks, I would try and figure out a way to d
Sadly Rayadrel, Magnumaniac's reply #8 almost certainly sums up what is going on. You can't just be beating the AI, you actually have to take the time to grind down their military rating... or they will stupidly stay at war with you, because they think they are winning. The only other option is if you ever offered a peace treaty and then attacked again shortly thereafter because.... Then it should also keep track of wars won, wars started, peace treaties off
Iztok, Have fun winning your current game. In DA - which you are playing - I use both NLC/DS and IS, but I really focus on the econ worlds. For each set of 50 worlds I control I will make 2 manufacturing worlds, 1 research world, 1 troop production world, and 46 econ worlds. I find it too annoying to disable the autoupgrade for each planet, and I always find myself capturing these technologies whether I choose to research them or not. Lots of IS are useful on a world with a QPP and
Mumblefratz, is that a DL screenshot? Getting a 73% approval rating with only two VR centers on an 18.5 billion population requires a stupidly low tax rate in DA. Do you recommend such a low tax percentage? Also, DL stock markets were 30%, and the base tax rate was different (higher). DA stock markets are 25%. It is much trickier, in my experience, to thoughtlessly build template economy worlds in DA. You really need to know where you are going as an empire to make the most of ever
Once built you can't move your capital buildings, so that is not a strategy option. The technology capital is the only one that gives a bonus that can't be recreated by another building, so don't be shy about building the other two capitals early. Specialized worlds will rarley be operating at 100%, but neither will non-specialized worlds. Just for examples sake, say you set everything to 33%. If you mix labs and factories on a world, you still are only getting 33% of the value of ea
Yes, leavng the UP is a very good option on larger maps now. All you miss out on is trade revenue, which probably makes up a small portion of your income anyway. As soon as a law is passed that is negative for me as the player, I immediately leave the UP. It was a tougher decision when trade routes were worth more. Now, it is a no brainer. <img src="http://altmeta2.thegalacticcore.com/ranksig.php?id=9187&style=
Yeah, the makeup of an economy planet depends on a lot of factors. What is your morale bonus? What morale do you want your pop to have? Tax rate? How far will you research down the farming line? There is a very fine balance between these that can make a huge difference. If you want high morale and are going to stick to a 49% tax rate - there are optimal build patterns. If all you need is a 60% morale and you want a 79% tax rate, there is a different planet makeup that works best.<
The anti-matter power plant is 20%, the quantum power plant is 30%. The bonuses aren't free, but half price like all other bonus production. If money is a problem, then building these before building ANOTHER tile for a building you can't afford can work, but that situation is rare. Hope that helps.
For what it is worth, I have a streamlined version of this test so you can see what is going on. Set up: Medium map, scattered stars, rare habitable planets, common planets, abundant stars, very fast research, tech trading on. One opponent. Starting out, just research up through space weapons and build a cargo hull with one particle beam and a bunch of engines. Now, go hunt down the enemy flagship and enemy scouts (if any). You can knock out all the enemy sensor craft in th
This has been a lively discussion, so I thought I would run a test on DA myself. Cruelsader and Tetrasodium seem to be onto something, but I also got results consistant with what Magnumanic posted. It seems like the AI is sending it's colony ships straight for the nearest habitable planets. However, if you colonize the planet a half turn before the AI gets there, it will try to move the colony ship onto the planet and seems to get "confused" for a turn or two. I saw no difference in the AI c
Congrats all, we finally broke 7 million tonight. No where to go but up!
I agree, Super Organizer isn't going to help you early on... but it is a powerful ability not to be underestimated. It works like this: When someone declares war on you, all civs that share your alignment will declare war on them. Automatically. With no choice on their part whatsoever. This means you don't need alliances. This also means that switching your ethical alignment can make this ability more powerful, just match your alignment to the strongest militaries in the ga
Neutral and Evil are really pretty close, depending on your map makeup. With Neutral you get - more trade routes; - the best research buildings; - all tiles automatically terraformed when you research improvement techs; - a morale bonus; - and a soldiering bonus when invading non neutrals. With Evil you get - +100% economy - +50% military production - Free invasion tactics - Best "mid range" weapons - Free starbase upgrades - Oth
Yes it is better, or at least its cheaper. This has already been talked about a lot here on the forums, look through some of the oldre threads that discuss defense or offense or combat. If you are using larger hulls, than you can try and make an invincible ship... if your defense on one ship is greater than the attack value divided by two of an entire enemy fleet. So if enemy fleets show up with around a 100 beam attack, building a large hull with a 50-60 beam defense should make it j
Oh, this purple heart sounds so cool. You have almost motivated me to go try and lose a few games...
For what its worth, off type defense isn't actually stronger, it is just almost as strong as on type defense. Lets look at two quick examples: Say you face a 50 pt defense, and your weapons do 10 per turn. On Type: Attack 1 = Def reduced to 40 [0 damage done] Attack 2 = Def reduced to 30 [0 damage done] Attack 3 = Def reduced to 20 [0 damage done] Attack 4 = Def reduced to 10 [0 damage done] Attack 5 = Def reduced to 0 [0 damage done] Attack 6+ = doing
mid-game, the Altarians decided to go to war against the Thalans. This very act in itself took something away from the game, since any race intelligent enough to develop hyperdrive would not be stupid enough to make that kind of mistake (Brad Wardell, where are you?). The Thalans must have declared war on the Altarians, not the other way around, and so this was not an example of bad AI. The message about joining the Altarians only appears when someone
Congrats Neilo! I hope some of my scoring tips helped. Always nice to see our empire rising.
I wonder what would happen if I manipulated the build time, so that they would complete on the same turn? One of the two goes *poof*. The same thing happens if, for instance you are building diplo translators, and then you conquer a world also building diplo translators. If you make it so that they will both finish on the same turn, one gets completed and the other tile goes completely empty. The game just won't let you have two. Now if you'r
Alex, I also have been unable to join the forum. I tried to sign up with the name Wyndstar using my email. The board said it would send me a confirmation email - but it never did. I still can't log in.