At one time, I think you had to control 80% of the sectors for a cultural victory. It must have changed because I had every planet defect to my side in a previous game, then it was considered a military victory for the metaverse. Does anyone know if this is a bug?
Bert Bellomo
I think most people know that the AI is incomplete, they are just voicing their opinions as to how they think it should work. This is the best way to let Stardock know in which direction the game should go. :)
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?).
I figured the Overlord replaced the Excalibur. The Excaliburs seemed to pack more of a punch, however. Their range was also a lot higher.
In my case, it was recorded as a military victory since I captured every AI planet. Still a pretty low score, however.
Are there going to be battlestars like in GC OS/2? I remember that they came real late in the game, but whoever got to them first had a real advantage. I also miss the excaliburs.
I like it. The warnings should be much more severe when the AI is evil and you are good, or vice-versa. I liked the GC OS/2 warnings that you'd be "breathing vacuum" if you continued destablizing. ;)
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
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
"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.
Only to the planet.
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).
Lucky, I looked at the game screen when I got home, and they are called sectors, so quadrants is incorrect. I was not aware of the controversy in GC OS/2. I think it's splitting hairs, but I don't want to go there :) Bert
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.
On the starting screen for a new game, you can select the number of habitable planets. With "everywhere", there are many more than "common". Have you tried this?
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. ;)
"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. :)
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.
I believe that hyperwarp is now a "good" only tech (like it was in GC OS/2.
I'm not sure if they have any other meaning, but I found the purple stars to have much higher than normal influence.
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.
"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.
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
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?
In the OS/2 version, after the AI got screwed that way a couple of times, they let you know that you would never get anything from them again. I think this should be added before the game release.