CaptainYar

CaptainYar

Joined Member # 2701034
0 Posts 123 Replies 16,929 Reputation

I have some questions about all this now. I never thought out differing costs based on upgrading. Although I have noticed that sometimes rush buying a stock exchange over a banking center would be only 72bc and sometimes 438bc. So let me get this straight: If I'm rush-buying a building over an existing one, it will cost less BC if he original building was build ad not bought? Does thie mean that it should alo take less time for an upgrade than building on an empty tile? Becau

30 Replies 20,139 Views

Space miners are only for asteroids. Constructors are only for Starbases. To "Mine" those resources you need to build a starbase on it. So, it requires a constructor, and not a space miner. Constuctors also build economic, military and influence starbase. I don't think you were asking that but i threw it in to avoid confusion. To get more out of your space miner, you need the Space Mining techs, that you said you alreday have. To get more modules to place on

2 Replies 3,806 Views

I was wondering what happens to the effects of trade goods to the civ that built them but lost them to an invasion. Obviously the invaders get the effects but do the losers lose those effects? I imagine that anyone who trade for them will still retain the effects, right? So, in some ways its better to let someone else build them and then trade them for it so you can never lose the effects. More specifically i was wondering about the Xithium (yea, i know, nice spe

11 Replies 68,002 Views

I still don't think I'd ever build one of those. Its not entirely significant if you're making massive amounts of money per turn, but it can be significant if you make only like 1000 per turn. However, in that case, keeping your treasury below 20K is a lot easier. I think my best game had me making like 13k a turn, and i spent it down each turn. I just hate leaving any money on the table.

10 Replies 7,677 Views

I'm playing Maso and I just took a Thalan planet that had a Precursor library on it. And my next turn or so i'll be taking one of these that has that 700% bonus to production. Those jerks had BOTH.... that explains a lot.

18 Replies 12,300 Views

[quote]There would be three diffrent fighters and special one for each race. The bomber would be the main attacker for the ships, it would be slower and have more armor, but is easly destroyed by other ships. Fighters would be the escorts for the bombers, and the main protecter against enemy bombers,it would be faster and have less armor than the bomber and deal less damage against the enemy ships. The transport would carry marines and have them fight to get inside the ship and then they can rip

5 Replies 3,554 Views

Also, research those higher types of governments. They come with bonuses to your economy. 10%-30%. trade routes (this is only a minor +) Build A LOT of economy improvments. I do something like 50% of each planet. Except for the Research and production capitals. On smaller PQ worlds i just have one farm and all the rest economy buildings. The tech time to get to stock exchanges isn't too long. I don't think this is your problem, but dont build too large of a military un

17 Replies 11,031 Views

Things you can do other than try to build such a large military are: Research diplomacy techs. Get the Universal Translator Trade treaties. Well, at least try to get them, you can only give out one of each. Give gifts every so often. And as was mentioned: Trade routes and getting them to fight each other. Still, without the military it will be difficult to keep everyone liking you. But with these ideas maybe it'll just be one at a time declauring war on you.

26 Replies 16,465 Views

If I switch production on my starport do I lose the extra shields? That is, say i was almost done with a huge ship or anything that would take many weeks to build, and i switch to something that takes substantially less time so that the planet screen shows that the ship is now complete, does the extra production get aded to the next ship that is to be built? I guess this might also apply to invading a planet where you get to use the production already used by the AI before you too

1 Replies 3,633 Views

I don't think you can get past "friendly" with gifts. "Close" comes with having a bunch of +'s in your relationsship with the AI's. When you view your relationships, you will see +'s and -'s, when you have a certain number (7 ??) +'s you will have close relations. There was a thread that listed all of the things that can be listed and wheter it was possible to get one or 2 +'s. Sorry but i don't know where it is exactly. Some of these are: you need to trade with th

5 Replies 5,285 Views

The first thing you might want to do is invade with a greater number of troops, this will give you a greater post-invasion population, which will help that planet's economy. What i do after an invasion is immediately buy a fetility clinic to get the planet' population up faster, they only cost like 240 (of close to that). Its the loss of population that caused the negative income of the planet. I never decommission any improvements, all of my new planets become part of the machine. Especially si

12 Replies 7,704 Views

These forums are loaded with questions from players of all levels. So when you have specific questions just bring them here, the other players are always glad to help. They're really a great bunch of people. The best way to learn is to what Jmiddleton said, just start a game on a lower level of difficulty and see what happens. Since you are so new I'm not really sure where to start with giving advice. Just know that everyone play a bit differently and it still works, so play the way yo

2 Replies 1,877 Views

I can't remember... but i think that you CAN get alliaces with races with a different allignment than yours. It will just be harder to get them you be close with you. I'm sure I've had alliances with both neutral and good civs in the past, not sure about evil though... [quote]You sure about this? I could swear that it worked in either direction...[/quote] I'm pretty sure, i do remember asking that question on these forums some time ago. But i guess it would be better

15 Replies 9,521 Views

Simply having an AI planet in your are of influence i not enough to get them to start flipping. This can be a long answer but I'll try to keep it short. On the planet stats that you see when you just click on a planet shows a number for IP and then a second number in parenthesis next to it. Th emain number is that planets influece and the one in parenthesis is outside influence. As long as the planet's influence is higher its ok. When the outside influence gets to be about 4X (i've read) that o

8 Replies 5,049 Views

Thats true, but only for your outgoing treaties. If you only get a treaty from someone, you can declare war on them without problem. For a time i was not getting treaties from minors cause i thought i wouldnt be abalt to attack them later. Now i get them all.

15 Replies 9,521 Views

I don't find that they cause any problems. They are there to be a minore variable in the game. WHy do we use them? Well, to exploit them as was stated. Another instant economic capital is a nice thing. I usually get at least a research treaety from every one of them. I think it would be cool if we could benefit from protecting them. I would do it as a good race. Like a protection treaty that they pay you an agreed amout weekly and the AI's would not attack then (

11 Replies 7,287 Views