CaptainYar

CaptainYar

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

I have a question about trying to get treaties from some AI opponents. Mostly i wanted to know if there were certain race factors that play into it. For instance, the Torians never had a reserach (or maybe it was economic) traty listed. I couldn't ask them for it because it wasnt there and they didnt have it with anoth one else. then there's the Korx, my Ally, I was trying to get their economic treaty butthey want the universe for it. For a test i had to give up all of the trade goods (

3 Replies 3,192 Views

yet another idea... As part of a spying level, or just in general, It would be time saving to ba able to view and AI's tech tree. I mean all the info is really already available, but hard to see.

400 Replies 130,372 Views

Most of my p[lanets are balanced. And all of them have factories, need to get thiongs built. on a small PQ planet, when all the other tiles are built and updated as far as they'll go, ill convert the factory. Over time, as i get more planets i will start leaning towards one of the three. I build my big stuff on factory planets, or just planets will a good amount of production. i like those things done asap. and they can take a while. i wouldnt want a plaet falling behind because it too

12 Replies 6,646 Views

I would agree with falcon. But i dont normally bulid too many economy only planets, i just use the quantity of planets to get a goodeconomy with most of my planets balanced withmabe a few more stock markets than other buildings. Since this great planet is "tucked away" its not necessarily the best military planet since all those hsips will have to spend turns getting to the fight. Being tucked away also means its easier to protect. I would still use those bonus tiles for factories, it'll help g

7 Replies 5,370 Views

I forget what its called but with evil you also get that building that gives your military a boost. I haven't tryed to see what the actual difference is but i reduced military spending to 10% (trying to tech-up to make my next invasion fleet). and im putting out a constuctor on just about every plantet in 2 turns. No one really talks about this building. Ill see the effects better when i start making real ships. Then you get free invasion tactics and free starbase upgrades. The 100% eco

40 Replies 19,472 Views

I'm still palying this game as the Yor. Now my military starbases have an "enemy ship -1 speed" module. this makes the total -3. I can't wait to start a war to see whats happens. Has anyone else gotten to this point. Do your enemies actually have a speed of ZERO?

21 Replies 12,828 Views

Nowdays here in Australia, if you don't like lawyer, hospital or police shows, your screwed! Same exact programing here in the U.S. .

99 Replies 75,905 Views

I don't think you can have perfect balance and I'm not sure you really need to. If you want more of a chalange play against the Korath instead of the Drengin. If everythings else in the game remianed equal maybe it would make more of a differenece, but to me it depends so much on the other AI opponents and the layout of the map. Now with the changes to colonization, everyone has a shot. And those economic and research treaties can keep an agressor off your back; i'm theorizing that poin

22 Replies 13,292 Views

i had the same thing too. didnt know about the 50% production penalty. To test this, try sliding your "social" slider to 100% then check back in on that planet and you will see positive progress. Of course thats just a test, can't leave it at 100% just for that planet. best to let the planet's population grow and research that second half soon.

5 Replies 4,179 Views

The one you have arrowed is how all econ bases should be - exactly on the trade route so the freighter is in its sphere of influence for the longest time. The amount of time the freighter spends within the sphere of influence has no bearing on the amout you get as a bonus... its either 10%, 30% or 60%. the trade route only has to touch it. It just adds another small layer of depth to the game, more customized th

40 Replies 26,055 Views

I doubt I'll use this tactic, unless i make it up to the most difficult levels. But i was assuming that the planet in question was starting out with more than one ship in orbit. Its true though, that with multiple fleets you'd eventually run out of ships. Now if only the AI was smart enough to break up the fleet into individual ships... I guess i just thought the concept of protecting your planet for ever with empty hulls, space junk, was funny. One tiny hull in orbit just flo

21 Replies 12,828 Views

Ok this is probably the simplest question of the week, but here goes: While playing the game, what keyboard keys do i hit to minimize the screen and get me to my windows screen? If I'm playing and someone else needs to check email or something i dont want to have to exit the game. it seems to take forever to load. (thats probably a whole other topic).

7 Replies 4,710 Views

but there is a difference between espionage and sabotage. I want to make that choice. point taken. i guess the trouble is that whatever you can do, so can the AI. i guess when your production lapses you'll eventually figue out that theres a spy somewhere. I personnally would like to chose the tech they steal. its no use getting a tech that you skipped in a trade and have no use for, same when you take a planet. I dont need "new p

37 Replies 15,140 Views

There is a fine line though between giving the spies more abilities and having to micro manage them. Next, someone will say that each spy should have a ship to bring him to the planet he's spying on to make it more realistic, then he'll need to have the secret codes, and more techs so they can have cool gadgets, etc. I know im exagerating but they will be someone wanting all that. I mean to add even more to the tech tree to stop AI spys... i don't want that, isnt it just as easy to have a bunch

37 Replies 15,140 Views