Since when is there +700% farming?
Uranium - 235
There's "steps" to income, and you take a tax hit at each income. It's basically your populace saying "Where is all our money going? Why do we have a huge horde? I'm not paying this." And yes, mid-late game, you simply CAN'T spend money on stuff, as buying a large/massive hull ship outright costs over 100kBC.
[quote] The AI tends to form bilateral economic treaties - if you aren't offering your own econ treaty, don't expect to get one in return. This is also a function of your relations with them at the time. Research treaties, on the other hand, are given away like candy. In the game I'm playing right now (DA 1.80g) I have EVERYONE's research treaty, including all surviving minor races. Tech trading is off, and still the most I paid for one is about 9000 bc. Considering
My favorite is when 90% of the bonus tiles I get are +influence. Yeah, like THAT'S what I wanted.
[quote] My first ship of 2008. You know we really should try to get more ship design going. Maybe like an informal "Ship of the Week" Contest Thread. For instance, designate a class or role for that week and see what folks come up with. While I'm partial to vessels produced w/o mods, I wouldn't want to hamper anyone's creativity. Any takers? Anyway, my latest, building a new scout to replace the generic Terran Alliance one. Comments & Crits welc
The AIs constantly give each other both economic and research treaties for nearly nothing, but whenever I want an economic treaty from them, even with huge diplomacy and a terrifying military, I literally have to offer them nearly a dozen of my planets, 10k+ BC, and a fistful of battleships, and the economic bonus I get is fairly negligible. I don't mind economic treaties being hard to acquire, as it's a money-for-nothing everyone-wins deal, but why do the AIs always BEG other AIs to fo
If you had 62 spies than I assume you're playing on abundant-all, and the entire point of these 'percentage' mega-events is to discourage planet-whoring and make you pay for it. Jagged Knife, Fundies, and a few other events all take away a percentage chunk of worlds. In a fairly balanced game, everyone will lose the same amount of worlds, but if someone is seriously dominating, they can lose nearly twice as many as someone else. Advanced colonization techs have always seemed overly-valu
From what I understand, the guy who built the 3D engine has long since left Stardock (or was fired), so chances are nobody will be able to decipher what he did and refine it to the degree you want. And with "20 components" I wouldn't be able to design my colony ships of glorious excess! :( [img]http://img89.imageshack.us/img89/6974/22796318mw9.jpg[/img]
[quote] The Thalans can only build two starbase mining modules (for a total of +14%) out of their own tech tree, is that intentional? I believe this is intentional. [/quote] Other races can get a what, +180% or something? I forget, but that seems a little one-sided if you ask me.
[quote] I'd consider that a bug in the UP resolution, though. Considering that minor races don't have influence, I don't see how so. [/quote] Minor races aren't part of the UP.
[quote]An inconsistency: Terran ship module 'Stellar Avenger' (Attack +20%) only works in own sphere of influence while 'Stellar Defender' (Defense +25%) works everywhere (and its description is confusing). I guess 'Stellar Defender' was meant to work only in the own sphere of influence as well. [/quote] Hah, found the cause of this bug. The Stellar Avenger is noted as providing the following: 20< /AtlasAttackInZOCStren
There's a tech in the Drath tree, I believe, that also introduces a 'ship module' that is also non-existent.
When you research 'Mass Driver Theory', you get the crappy Space Cannon. When you research 'Missile Weapon Theory' you get the crappy Sparrow. But when you research 'Beam Weapon Theory', you get nothing, because the crappy Particle Beam is given when you research 'Space Weapons'. This really, seriously looks like a bug, and it's been around forever. Why would you get an energy weapon anyway? I mean, Space Cannon, maybe - it's a stupid, simple technology. But an energy weapon? That's a l
[quote] When it is patched up to 4B, can you still play games from 4A? I have been playing an immense galaxy all weeend and would hate to loose that. [/quote] Yes, always. Stardock wuvs joo.
[quote] And the way I see it, if flavor text weren't important, why would they have written a backstory about the game, as well as written such long descriptions about Artificial Gravity and Hyperfusion like they did? Obviously someone is interested in it. Backstory as flavor for a setting is one thing. Tripping over a wikipedia entry's worth of backstory because you researched "Laser III" is something different entirely.
What the hell happened to Earth?
[quote] I've been pestering the Stardock devs (Kryo and Frogboy) to let me submit my new technology descriptions for review. I've basically made the descriptions much more serious, far more plausible, and even slightly more useful. They're a lot longer and verbose to be sure, but after seeing the new technology descriptions for Hyperfusion / Artificial Gravity, etc. I thought they could all use a redo. Some of them are goo
Pretty easy - between games, the favorite parts are lost.
Well in the game I'm playing at Challenging right now, it's still rather early, the Krynn have about 8K in the bank and control about 20+ planets, I have about 12 and barely float above the red. I also noticed this: I have an economic planet built already with 8 billion people on it. It has two multimedia centers, a farm, and five or six adv. market centers. Income is listed at 49bc, but 'spending' and 'maintenance' together total 48bc. There is nothing being built on this planet, so [B
[quote] One slider, no. But there have been requests for habitable planet sliders, extreme environment sliders, economy sliders, maintenance sliders, asteroid sliders, anomaly sliders, anomaly respawn rate sliders, etc. Basically anything and everything you can think of has had someone advocating a slider for it. To be honest, I wish there was a slider for all these things... more choices when setting up a sandbox game is never a bad
FYI: You can right-click on stuff in the trade screen to get more information about what they do - including the treaties :)
[quote] I don't see why they don't add an option when starting a game to change the ship maintenance. I personnally would like to see ship maintenance pretty low so that wars would be really epic, but thats just me [/quote] Because frankly that'd be like playing HL2 and having sliders for how much dama
I also rarely see them invest in economics - almost never any economic buildings anywhere, but somehow they can afford to keep up and even surpass me... it's odd.
Personally I think it's something to do with the AI finishing its execution but not completing all the way to your turn again, as it always happens at the END of the AI's turn, and I've had it happen more often with "use full CPU" turned on.
PLEASE give us an option for the following behavior. Whenever a survey ship hits an anomaly, a small message appears in the corner describing the anomaly found, and that's it. No pop-up box, no auto-centering. Seriously, this auto-centering is pissing me off a LOT, but turning off the survey pop-up messages is a little extreme, as I have no idea what was found.