Yups, getting them into a war (preferably by making someone else attack them, rather than the other way around) and then joining in/sending aid when they ask for it, can do wonders for your relation...
HighWater
[quote] However the only factor that's adjusted with increasing difficulty settings is economic. That's going to expose the economic deficiencies more than anything else, as you move across difficulty levels. If an economically weak race plays fine at Normal or Tough level, but you think it needs help at masochistic level, then what happens to a player who is more comfortable playing the game at Normal or Tough difficulty? Doesn't that make the race overpowered at that level? <br/
They are turned on... Ironically... They don't like me :( edit: ... Still gonna check though... I don't trust myself...
I am very jealous! I never had the PeaceKeepers. I never had the Dread Lords. I never had the Pirates mega event. (And the weaker event only once.) I only had the Jagged Knife once. And that was at a time that they actually helped me more than made my life more difficult. They were an excellent way to catch up on technology with the rest of the galaxy when taking back my planets... A recessions? You can have an economic recession? never had that eithe
Usually on slowest, still come close to a "forced" tech victory with that. (Neutrality Learning Centers are awesome) Still, if you don't want to win a Tech Victory, you can always stop research altogether...
That said, there's nothing stopping you from utilising BOTH routes of course ;) Improving your weapons will also result in a higher punch-per-equipment-point, (same goes for engines) so if you look at it that way, there's three ways... But to purely increase the size of the ships (HP wise), hull research is the only way to go.
indeed it is, buying is only for impatient people with lots of credits! A good invasion strategy can easely level the playing field. Pick on a weak target, destroy the orbiting fleet and take the planet. With a bit of luck you'll also get a free tech out of the deal. ;)
Being a mercenary is a position that requires trust, rather than charm. Nowadays we may regard mercenaries as "evil" and "guns for hire", but when you take a look throughout Earth history, mercenaries have been far from that. Most of the armies until the 19th century consisted mostly of mercenaries, the fact that you hire them for money is exactly what makes them reliable. If you pay, they provide the service requested. The Korx may sell you their mother, but the price you have to p
Try to get your population up as soon as possible! More people = more taxes, this means that lowering your taxes at the start will get you more taxes in the future. (The higher the tax, the lower the pop growth, always try to keep approval above 71%, or, ideally at 100% for an extra boost) Also, don't shy away from building economy buildings, researching the economy tech branch, researching one or two approval/morale techs and even diplomacy can come in handy because it allows you to get
W00t w00t, Korx!
Acquiring staying power rather than rushing the war is my strat too. I couldn't play super-aggressive from the start, I set the AI way too strong for that... I also run up the soldier branch when concearned that war is going to break out(with me in particular). There are usually enough enemy planets with only one weak ship defending for my meager fleet (I usually only have 1 or 2 fleets at this stage, neither very impressive...) to take out and then I invade myself back into the research com
Is the option to maximize CPU usage for the AI available in DL? or is that only DA? I've only played 1 or 2 DL games (I had DA drom the start), never bothered playing more because I found DL quite dull... (too easy). It can help to make some opponents stronger than the others, two AI fighting eachother that are both "tough" will have a "tough" time beating eachother, but if one of the AI's is less intelligent, the Tough AI will be able to win much faster...
Stinky Terrans, Squeaky Yor... I'll sell you your own spleen! Or I would if I hadn't already sold it to someone else... Korx ftw! (I like their attitude in life, though I play them neutral, not evil.)
I more than often am the weaker (military) partner in an alliance, military might is no necessity. Let alone a 10-1 rating. If you really want an ally, pay him to attack someone, then declare war on that same race yourself. Nothing like common enemies to help unite! (Not required either, but I find that it helps much more than pure military intimidating force...)
drrider, Isn't being an artist: being able to find the small pains in life to whince and feel sad about even when surrounded by success? Looks nice though!
Aye, most definitely.
No extra monkeys though... :/ The event where you get a choice when colonising a planet is always planet specific and has no influence on the surrounding areas or other planets. Approval, popgrowth etc. is not affected unless it is listed.
Also relevant is the distance (amount of gridsquares) between the freighter and your planet, the greater the distance, the greater the reward... I usually use trade to further my diplomatic relations rather than the income, though it can be a nice bonus, it is usually not economically viable when compared to the effort you have to put into a protected and properly boosted bundle of trade routes (though the galactic privateer makes defending them a piece of cake).