Influence and Alliance, with Technology as an out if things go south. Alliances are arguably the most difficult wins anymore. Influence just takes an insane amount of time. I play in Gigantic galaxies, and even with rare habitables, its a LONG game flipping planets.
JanuHull
Ah, I see. Thank you.
1) Stargates. The original gateways instantly from one star system to another. Theoretically unnecessary in the world of hyperdrive, my butt. Slow speed ships capable of bouncing to the borderworlds of your empire and back again instantly would be sexy sweet. Allies could link their stargate networks for bonuses to trade and responsiveness for military aid, and enemies could try capturing them. 2) Orbiting planets. Whoever came up with that one, pat yourself on the back. Given t
If you've ID'd their strongholds like that, build influence starbases and take them completely intact. Either that, or you throw enough troops to take them intact. Nothing like influencing alien worlds out of their Hyperion structures. You can never have too much miniaturization.
I don't see why a limit on markets would be logical. Consider Earth today. There are no less than a dozen different stock exchanges in operation, several of which run in the US alone. Dow Industrial, S&P, NASDAQ, Nikkei, London, Paris, Bonn, Beijing, Hong Kong, Moscow, Brasilia... In the early 90s after the Soviet collapse, almost every developed nation had a stock exchange until the global recession triggered by the 1992 Nikkei meltdown in Tokyo rendered a number of the upstarts insolvent.
Would be nice. Especially when you start up a new race you've never played before. Every new hull tech becomes a two hour interlude for me making new hull designs.
After researching this tech, I drop to the shipyard to upgrade my ship designs with it, and it never shows up, requiring me to move on to Doom Ray or be stuck at Subspace Blaster. Something amiss?
it'd be nice if the flagship also defaulted to examine anomalies right away as well. it can be kind of bothersome to have to follow that damn thing around. Set it to Auto-Survey, not Auto-Explore. Auto-Survey will send any ship with a survey module, including your flagship, directly to anomalies. It'll even give you a pop up when they're all
This sounds great but then you have the hassles of changing what they've built up... if you don't like what they've done with the place that is...like someone painting their whole interior of their home PINK!!!! WTF is up with that? True, but given that these are planets with only a handful of tiles, so long as they've got at least one factory
I put super projects to the smallest planets. I don't build them, I buy them. Eyes of the universe, terraformer, spin control and hyper computers are good candidates. I'm surprised no one else mentioned this. If you can crank your economy to the point where you can afford to buy them before the aliens build them, then I tip my hat to you. <b
Meh, I don't see much point trying to cope with a 100 billion pop planet. I resolve the money problem by grabbing two or three low PQ ship production planets, and concentrating my military building on two or three of them during peacetime, and keeping the other planets at their base population levels and the approval rating off the scale. Concentrate on economy, research and influence structures with the base 5 billion population, and have two to three factories and a starport in the event yo
I think I get Tech victories because of the way I build my war machine after the colony rush. I prefer a few large, tech edged warships over the Mongol swarm effect. This means I'm already building a powerful research machine parallel to my production industry, and its nothing for me to build a reasonably powerful fleet, resolve whatever wars I'm in, then dial down the military construction and go 0/10/90 on the spending priorities. That route is definitely less an eyebleeder than the
I usually don't bother until I'm well past the colony rush. Once I've got Sensors III, Warp Drive II or III, and Advanced Life Support, I'll do up a Small hulled ship with two engines, a trio of life support and the rest in sensors, and turn them loose. The trick is, you can't just launch and hit W, gotta send them to the far corners of their range limit, THEN hit W and let them work their way back. Kinda Voyager-like.
I dunno, the 100+ I get on Huge hulls is enough to shred most enemy fleets, even with a minor tech disadvantage. 600 plus on a single ship would be an I WIN button. I'm betting thats why Terror Stars were not put in GC2.
Earth: The Final Conflict had a wicked concept. Holographic glass skin.
Then there's not much point to carriers. What I consider acceptable speeds is something like five plus engines, and at least 6 sectors worth of range, plus I wouldn't want a carrier design that I would have to take into combat and risk losing. There's no logic to fighters being individually built tiny hull ships carried by huge hulls. Those types aren't much in the mold of single man fighters anyway.
Actually if there's a big planet and a small planet in a sector, I take the big one, wait for someone to colonize the small one, then culture bomb to flip it. Absolutely, nothing wrong with letting someone else do the hard work for you. Can't tell
I hate to keep tapping BOTF, but I think that game more than any other out there handled the idea of second string races better than any other. Some minor races didn't build ships, others did. I ALWAYS put effort into assimilating the races that did through peaceful means. Even though compared to high tech ships I could build towards the middle game, their fleets weren't uberpowerful, they DID give you a nice edge in the early game when my own fleets were gimped by the need to do the
Honestly, I think the minor races are seriously underutilized in this game. They're kinda just speedbumps more than anything that adds flavor to the game. Not that I don't like them, I do, I just think there's more that could have been done with them. Like having them retain their race specific attributes even after they become a part of your empire through conquest or alliance. One part specialist addition, one part sounding board/Greek chorus. Something that does more than simply
What if fighters were a fourth weapon system as opposed to a separately designed ship? There used to be a table top game called "Full Thrust" out of Britain that handled fighters as a weapons system mounted on a large vessel, which had the effect of being a remote attack unit who's relative strength was subject to how much damage it had taken, i.e. however many fighters of the group, had been destroyed (Run it as equivalent percentages, 100% strength at 100%, 75% strength at 75% hit p
Actually you do want your freighters produced at high PQ worlds because the trade routes are more lucrative. In my experience, Freighters launched from Earth and Mars to two different capital worlds ended up with the same average value.
Factory, Starport, and as many factories as possible to fill out the planet. Go to the colony manager, select the military production specialty, and turn them loose on light combat ships or constructors. Save your large scale production worlds for your mainline ships, so they're not wasting time on accessory and support craft. People who fail to recognize the importance of passing off support craft production to these smaller worlds are shooting themselves in the foot when they hav
You're on an older version. There's another way to skin that cat. You can use transports and colony ships to rapidly depopulate a planet without abandoning it. Never tried, since I refuse on principle to abandon planets, but I've had some colony rushes where a planet's ability to produce ships has outpaced its ability to produce people. In theory, I could have pulled everyone out and moved on.
Orbital Bombardment. I can understand why they ban this sans an actual invasion force to back it up. Within the desire to avoid the genocide game, there are a few alternatives to allow it that can obey that parameter. 1) Having combat ships giving fire support to invasion forces should allow for a bonus advantage for the invader. Say I have three dreadnoughts backing up a 4000 unit invasion force, the fact that ships are available for strategic and tactical support should be
Yeah, I know the one you mean. The Syreen were a little less violent, though. They'd be hell on wheels in the Influence game.