Bert Bellomo

Bert Bellomo

Joined Member # 307210
0 Posts 0 Replies 54 Reputation

Hmmm. I thought the AI ships were stronger because they concentrated more on the military side while I concentrate on the social/research side. The last few games I selected the war party, and it has made it easier to deal with the AI military. Maybe the hit point bonus should be reduced to 50% or less? Another thing, shouldn't good civs choose anything other than war party? I would think that they should want peace above anything else (pacifists, maybe, or trade oriented?).

16 Replies 431 Views

Brad, I totally agree that starbases are necessary. But just like you said, "once you get up and going, you can crank the things out like crazy". At that point, it just becomes a race to see who can build them faster. I like the fact that influence has a big role in the game, but there should be limits. It just seems unnatural to have five starbases in one sector. I would compare that with having five McDonalds in one block. One would draw all customers from the block be

57 Replies 921 Views

On my most recent game, I played to win by cultural conquest. It greatly helped that there were 3 class 26 planets near my home world. One of the main things I want to bring up is whether the number of starbases per sector should be limited. Unless I was doing something wrong, it seems like it is a race to build as many constructors as possible and scatter the starbases in every sector with alien planets. Is it realistic to build two to five starbases in one sector? An alien race can be inf

57 Replies 921 Views

"In beta 2, terraforming was 50%. It was dropped to 20% in beta 3. Its cost stayed at 1,000 shields. Put it to a vote, back to 50%, drop cost, or stay same." I think that it should go back to 50% if the cost stays at 1000 shields. The cost is too high for the relatively low benefit. I would also be happy with lowering the price to say 500, and add another 20% upgrade earlier for another 500.

4 Replies 226 Views

It's not really cheating. Having many vs. few good planets requires a very different strategy, so it adds variety to the game. It's not like YOU have the good planets and the AI has fewer good planets. Everyone has the same chance to get to the good planets, depending on the starting position (which is random).

7 Replies 255 Views

If it's not too hard to implement, maybe a solution is to highlight in the mini-map the destination quadrant of a ship on auto-pilot if the mouse pointer is on the ship. This would be a lot like the popup help for some of the buttons in the UI.

10 Replies 231 Views

I also like the minor races. One of my strategies is to get as many trade goods as I can, and trade them for gobs of money with the minor races. This is the best way I found to keep up with or get ahead of the AI. ;)

14 Replies 484 Views

"One reason why I think this is a VERY good idea is that I have never loaded a colony ship with more than 200 million colonists. " I would like to see the max. limit be higher, say 500 million. If there is a class 26 planet, I try to send a large number of colonists there since the starting morale is 100% at over 1 billion (IIRC). Since the population growth is a percentage of the current population, growth is much faster with a large initial population. :)

24 Replies 552 Views

I like that idea. In my current game, I had two alien planets defect to me. I had no idea that it was even being considered, and it would be nice to "influence" the decision. This would be a good upgrade for 1.x if there isn't enough time to implement now.

10 Replies 282 Views

Technician, I just remembered, this is the first game where I did not change the goverment to democracy or star federation. I was doing too well, and I did not want to get the extra bonuses that come with the better governments. It's no fun if you get too far ahead of the other civs. That's why I started this thread. You may have a point, the population may be a lot unhappier with the other forms of government. I'll have to try it tonight.

2 Replies 165 Views

"Is everybody but me playing with AI set to Max." I think that the AI needs to take more advantage of things under their control, such as taxes, spending and anomalies. I started a new thread: "Morale too high with large tax rate?" to discuss the taxes and spending aspects, which can provide a huge advantage over the AI. It seems to be a lot easier to overpower the AI since Brad made the AI starting population the same as the player.

4 Replies 156 Views

In the current game, I set the tax rate at the beginning to about 70% and spending to max. Since the population was low, morale was really high, and I was actually running a surplus. I am still playing the game (many years into it already) with max spending, 60% tax, and morale at about 50%. Since my spending was at max all this time, I was able to get way ahead of the AI (all 5 set to genius). I think that the morale should decrease rather steeply as the tax rate goes up, otherwise the AI n

2 Replies 165 Views

Another thing I noticed is when I am negotiating a trade, and the AI doesn't accept it, the lists of what I am offering vs. what I want gets cleared. I then have to select again all of the same things, and either make a better offer, or ask for less in return. Before, the list would stay set, so I could make an adjustment and try again. Was this done on purpose, or was it an unintended consequence of the additions to beta 3?

2 Replies 160 Views