This is the third planet I colonized on an immense map, playing as the Drath: Base PQ: 24 (With Biosphere Modulator and terraforming this eventually became PQ30!) Moon: Yep! Tile Bonuses: 1 Precursor Mine (+700%) 2 Morale bonus (+200%) 1 Food bonus (+300%) This is by far the best planet I've ever found. By mid-game this planet had over 18 billion citizens and near 100% approval
ArchitectureFramed
I think the Korath and Drengin manufacturing techs need a tweak in ToA. First, I think there are just too many +% manufacturing buildings for these civs. The Drengin can get up to an 80% manufacturing bonus from four buildings (Devil's Forge, Enhanced Slavelings, Artificial Slavelings, Death Furnaces, each 20%). The Korath add two more that could raise their manufacturing bonus to an insane 130% (Wretched Harvester, Aul Incinerator). These are impressive bonuses, but they onl
No, civs definitely do not reciprocate feelings! You can check this out in the "Foreign Policy" screen. When there, go to the "Treaties" tab, the one showing the graphical relationship between all known civs. If you click a specific Civ icon, there is a small box on the right called "Treaty Summary" that lists how each Civ feels about all the others they've met, including yours. One thing I notice is that Civs rarely feel the same about each other, and in fact they can feel qu
I've always thought that a civilization at war should experience a slow drop in tourism income. IT makes no sense to me that races (besides the Korath ^^) would vacation in a war zone!
I haven't run a "simulator" but over many games I've come to the conclusion that a defense focus is a cheaper and more efficient use of resources. As part of defense, I include shields, armor, point, passive hull upgrades, and ship components that add hit points. Playing on masochistic, I can usually ward off MUCH superior offensive fleets with minimal weapons and huge, cheap defenses. For this strategy, the Iconians are particularly well-suited with their cheap hull upgrades and "self-healing"
Which races, using only their own technologies, are strongest? This is a question I've been trying to answer since the Beta. I hadn't played the new release (1.96) much, and thus I must now update my analysis of the relative strength of races w/o tech trading. I always customise the races, sometimes allocating points to stengths and sometimes to weaknesses. Sometimes I give all races the same point allocation and turn off super abilities. Mostly the same races come out on top no matt
My suggestion for an improvement in this area would be to make the first step of the exploration process much cheaper, say 2/3 less. This first stage exploration would have only a tiny chance of revealing an artifact, but would have a very large chance (say 80%) of revealing the small resources, like "pure glaciers" (+40% trade on ice worlds). The second stage of exploration might be made a bit more expensive, and would require most people to wait until mid- late-game to find artifacts
re manbear @ #25: I always turn tech trading off now, too. I also disable tech stealing. First, it's a lot more fun to play out tech specialities now; tech trading dilutes the unique quality of the ToA races. Second, no tech trading keeps the Terran trading menace at bay (their AI is strong enough as it is). Third, it means I must pay careful attention to research paths and tech planet development, which adds another element of strategy and fun for me. So which AIs are most pow