I'm certainly no expert in those strategies yet, but I've played 1 game with the all-lab approach at crippling level and while it was somewhat tough at the start (not being able to build planetary improvements and ships quickly) it was in the end a real pushover. Once I had 2 large ships built I basically controlled the whole (medium) galaxy with them. But it was no fun, the needed micromanagement and the 8esp. in the beginning) permanent need to sell techs took way too much time. <b
Herodias
well, I will increase the level 1-by-1. But indeed, I will also win the current game at crippling by using the same strategy as above: not colonizing but overrunning the first few worlds by an extreme fast military-research/build-up. But from looking at the description at Wiki the step from crippling to maso seems to be really quite harsh: from economy at 125% to 200% eco, production, research and 20% miniaturization. uh oh <img src="http://images.stardock.com/gc2/T_DL/smi
ah well, guess there won't be any new stories about the Amatons. I just shouldn't have started writing while the game was still in process. When I wrote the above I was just at a point where I thought "nice AI!" and was thinking they would put up moe of a fight: I had taken a few worlds from the Altarians, incl. their homeworld. Then I made peace with them, because they only had minor planets left on which i didnt want to waste any precious ressources on. Then I had conquered 3
Hi, it's a game still in progress, but the first one I don't find the AI to be completly stupid. It's as my last 2 games on Painful, but decided against playing with Spore ships and abundant everything, but chose a Super Breeder, and medium settings for planets and habitable planets, also for the first time some minor races as well and 5 opponents on a medium map, with tech rate at "slow" compared to my usual "fast" and anomimalies at "rare" compared to my usual "abundant" So this was kinda
DA or DL? I find they're better at developing planets in DA. Also, if they think they need a building to survive in the short-term, they'll build it on a bonus even when it doesn't match. And I've build all 3 capitols on my homeworld, when playing as Thalans and knowing I wouldn't get a second planet except by conquest. Sometimes you just need those capitol bonuses as soon as you can get them! I haven't seen anything this egregious in DA yet, though I suspect
From the lack of replies I take that this is considered "normal AI behaviour"? But apparently it truly is, now that I watch at that kind of "oddities" more closely I've seen also the AI build morale improvements on 300% research-tiles or on another planet the AI built farms on the morale-bonus-tile and an morale-improvement-building on another tile. If not I'd sometimes see the AI build the
It's not a bug in the common sense, but for me nevertheless a bug. I'm playing a game at Painful level, medium map, 6 opponents. Atm I'm at war with the Iconian Refugee and while I have seen already some things from the AIs that make me go "umm", that was really the most extreme I had seen so far and only makes me shake my head: So the Iconians had discovered one absolute dreamplanet: with a 700% manu bonus tile AND a 300% manu bonus tile. Holy sh** thats quite some producti
I'm quite like some ´wrote above and name my ships in a way so I know how they are equipped, like: for fighters (M) B4M10-S2 (10) M for "Medium" or the according other firsta letters for the other side Then B for beam + the amount then M for Massdriver and R for rocket (but so far I never used rocket weapons) afterwards the according defenses (Shield, Armor, Countermeasures-if used) and last but not least the speed. Looks ugly but at least lets me see imme
Ah, learned something new, never really recogniued those economy/Military/... tabs in teh foreighn policy screen before. And they are indeed at "Fool" there and yes I used Ctrl-N a few times til I had a start position I liked. When I start a new game from the mainmenu it still has the settings at Painful etc. Guess the reports are right then. And probably also the "disappearance" of the germ wearfare research is connected to that then. Ah well, all my excitment of doing so
Game level is "Painful" with the corresponding AI intelligences. And also put all the CPU-usage-sliders to the maximum setting.
Oh it goes on. I wondered for a bit why I manage to get such a nice lead in most categories until I had seen that the 4 AI opponents simply don't colonize any other world after their class-4 planet in their homesystem. They don't build colony ships, no military ships, no nothing. maybe it's a stupid question now, but is there some kind of cheat "code" I could have hit accidently that could cause such a behaviour of the AI?
Hiya, Yesterday I started my first "painful" game and wanted to use an "unfair advantage" I read about in the forum, so I did choose "Super Annihilator". Now, when I go into the research screen the Spore-research doesn't show up. When I hit Ctrl-N to start a new game with the same settings it shows up alright. Also when I create a new game with the saved settings Super abilities are turned on and my custom race is set as Super Annihilator. Is this by chance som
ah I see. I missed the little word "max" in the spy-window. When really going onto the planet it goes from 40/30-> 4/2, which isn't an as big loss, but more "realistic" Anyway..if I had known they have such a great planet, I certainly wouldn't have picked them as my "strategic partner" Bastards don't sem
Hiya, I'd guess it's written somewhere in teh forum already, but if so, I probably didn't use the right search-strings. So, please excuse if the question was asked before I got a question about the effect of bonusses on your economy. So if you produce/research something it costs you money. If you have a bonus-planet-tile that increases your output you probably have
I use Tiny Ships +Ion drive +survey module + Life support as they fit in. They won't be the fastest, but therefor I can build much more of them and especially much faster. The cost difference between a Tiny Hull and a cargo Hull early on is pretty extreme and will mean many turns difference in production time. I think at the start you can match 2 Ion drives+survey module into a tiny hull (or maybe that is with the first miniaturization...can#t remember exactly /shrug) But I use to pl
In a game with a lot anomalies you can also make nice amounts of money early on by sending out a swarm of survey-ships, which then can finance your colony-rush, which in end will result in more tax revenues/production/research....but in the short term will result in a huge deficit.
Yor Super Isolationist - it isn't a speed penalty, speeds of all non-Yor ships are set to 3. There is currently a bug if you take Super Isolationist with a custom race, it will also limit your ships to 3, so only use it as the Yor. As Belano said, I can't confirm this. Custom race with Super Isolationist (+1 speed bonus from abilities) is my preferred pick so far and I'm having no problems with it. On my usual medium maps it's not that cruci