My problem with that is I don't particularly care for the "Make a decision" aspect of the alignment system - I'd *much* rather have things like the mind control center or the altairan "Can't remember what it's called because works been busy tonight but it improves the planet by 3 tiles and give 10% industry bonus" be obvious consequences of multiple decisions made earlier in the path, and remove the 'good/evil' aspect from the technical game to the RP 'meta' game. And for that you nee
Jonnan001
Super-breeder has some advantages - it wouldn't be a super-ability if it didn't. You keep insisting that it's so overwhelming an advantage as to have no other comparison. It is not. It is useful for the time period between colonization and morale<100% (or population maxing out). Since the superbreeder is limited to the exact same morale and population limits as the normal breeder, the 'normal' population growth empire has every opportunity to make up this period later. An 8 populat
Primarily for cultural (as opposed to technological) innovations - it would allow you to generate a tech tree that allowed for 'historical' information to decide the future growth of technology. I will concede - this is in part due to my own 'aesthetic' belief that, scientific laws being identical across all space, perforce you should be able to use a single technological tree for every race, with specific rationales for why a specific technological application would be 'culturally' u
This is desperately need methinks. Jonnan
Or even the ability to make it go either way, depending on the tech tree/component - you could start off with kamikaze ships (And maybe even *always* use the constructor when first starting the starbase), and then later get starbase constructors that operated more like asteroid miners - would take money and time to upgrade components, but could do so semi-automatically.
Actually, having let that one go a few times, I've found the 'Super Race' Mega event, even in the long term games I tend to play, doesn't have all that much effect. I haven't actually looked at superrace on a turn per turn basis, but the advantages accruing seem to be less, statistically, than you get from having a few surveyors zipping around. My most recent game seems to have randomly picked up 'no additional anomalies', but it seems to have also toggled mega events off, so I haven'
Is there anyway to create 'mutually exclusive' techs in the game - something similar to good and evil, but if you research 'x' you don't have access to 'y' and vice versa? Jonnan
[quote who="kryo" reply="6" id="2046079"] We're pretty involved with Demigod especially--Cari and a number of others are busy with the CVP/NAT Reactor stuff for the Demigod multiplayer system.[/quote] Is that what they call 'playing the beta around the office' nowadays? - {G}. I'll try that one on *my* boss "I'm stress testing the CVP/NAT reactor in multi-user configuration sire" {--typo, then I decided it was better that way - {G} Jonnan
You *can* fill them as fast, because (until you drop below the max pop growth level) worrying about keeping your homeworld population up is wasted worry. Sure, you lose a little bit on the tax base - but you're not paving homeworld over with stockmarkets yet anyway, so the extra population is making you a *lot* less than you're saving by getting these extra colonies to become profitable asap. Given that 1billion population = 10bc tax base, every unit of population *below* that is pure
Mmm - Given the context of our previous discussions on this, and the specificity of the qualifier "even on Tough", I think I can cop to having missed any sarcastic intent without admitting to any extraordinary faults. That said. What can I say. Either I'm missing something running the numbers, or you are, and at this point, having run it at 250, 500, and 750, and having results that basically agree with the way I ran the numbers, in my opinion you are in fact missing something. I will
Although it is worht noting - it's the exact same influence bonus your capital gives you - {G}. Jonnan
Just FYI, no, it works for me with no population bonus. Speed +20 Research +20 Morale +10 Luck +25 Creativity +25 Altarian Tech Tree Super-Isolationist Technologist party. Immense Map I could understand if you were of the opinion that this was sub-optimum, but you keep insisting that it's suicidal and it quite obviously is not. I'm going to start naming my CS-750 colony ships the "Bum
[quote who="Sole Soul" reply="4" id="2042204"] On top of that, it can generate a maximum of 4mp's per turn 5 if it's right next to the planet in question, and you forgot to mention upgrading them, which IMHO is the only thing that makes them anywhere close to worthwhile. 5 mp/5 weeks, 10 mp/10 more weeks, 20 mp/20 more weeks, and finally 30 mp/20 more weeks. So the second and third stages are the most useful-particularly as while your 5 may round down to 4 due to di
[quote who="Sole Soul" reply="6" id="2042192"] Have you ever been hit by the speed limit event, Jonnan? [/quote] I can't say I have any deep abiding love for that one either, but compared to Jagged Knife? Like trying to measure a barge with tons of excrement using a precision lab scale - {G}. Jonnan
The only one I really dislike (And will sometimes reload to avoid) is Jagged knife - I think because I take the concept of some ridiculous number of my planets just rebelling for no good reason personally - {G}. Other than that - I rather like a sudden influx of pirates. I run a rather peaceful game, keeps me on my toes. Of course, most times it's happened to me, it's been early on and I could take time, out research them, build me some pirate killers and then take every resource in t
As a quick note - that first colony ship Frogboy kindly gifts you? Beat him with a wiffle bat - IT'S A TRAP!!!!! For, ah, a couple reasons. First of all, like your flagship, it's actually not a ship you can reproduce until later in the game, so it's wasted on the second world in your star-system. That world will, ah, suck until you have some of the techs from the terraforming tree, and if you take that ship out from home world and colonize a reasonable good planet towa
Something I just thought of based on an otherwise unrelated "Stealth" comment earlier - Active and Passive sensors and Ship 'Noise' - Anyone that has ever played "Red Storm Rising" is aware of what I'm talking about - Some ships are big and active and you know where they are a hundred miles away. Others you may notice because they are a bit quieter than the ocean around them. Or you may glide right past one another until you hear the torpedo launch. It would add a stra
Ah, but you have spoken directly to the crux of the problem. Some of us find complex simulators fun. Jonnan
Bluntly - listen, I play both Chess and Go (Chess very well, Go, ah, well, not so much.), they are both wonderful games, that teach strategy that is applicable to the real world. But A - they are both highly abstract games. One does not have to feed the horse, pay the pawns, repair the castle walls, or buy the Queen jewelry. And that's the [i]less[/i] abstract of the two - compared to Go, Chess is a tabletop D20 RPG port of Warcraft. B - even with that in mind, I'm not sure I
[quote who="Hressan" reply="10" id="2028995"] I hope my english isnt as bad as i think... [/quote] Beats the hell out of my German - {G}
As a background "Immersion" item that I would like- a better system for autonaming resources. I *hate* that the system as it stands give me complete unmemorable names, both for ships/starbases, and (To a lesser extent) for starsystems/planets. A- The less necessary one first - I'm not sure it's necessary, or even if it would work in pratice the way I am visualizing it as an immersion tool, but I would love to see an attempt at an automatic naming system in which each empire ha
Ha - I actually never came across that (yet) - Jonnan.
I'm with Sole Soul on the models - I'm all for a more 'elegant' economic model than we have now, but elegant != simplified, and certainly ! With apologies, you seem to desire a simpler game than I do - which I'm fine with btw,
I'm not sure I understand why anyone would post "Black Holes are a Mystery" - Even Newtonian physics allowed for black holes (They knew the speed of light was finite, and they knew that potentially sufficient matter would have an escape velocity faster than light - so it was actually proposed before Einstein, the concept goes back to the late 1890's IIRC), and General relativity accounts for pretty much all their effects. The only 'mystery' portion of black holes is that, as a singula
In the neither her nor there range, in my current game I have found the only PQ 1 planet I've ever seen. I am, of course, colonizing it - it's a moral necessity! Jonnan