Maiden666

Maiden666

Joined Member # 3434576
0 Posts 259 Replies 4,512 Reputation

The reason why I foremostly like this one is that BKam focuses much on graphics details and descriptions of a situation, and refrain from getting too personal when it comes to the characters there. There's another AOR that has a bit of this trademark too (the Iconian dreamer). I'm pretty much into Sci-Fi but I generally dislike sopa operas that simply play out in the future. It's more the futuristic environment and the unknown that spwans my fascination.

50 Replies 184,511 Views

Well, you had a military but apparently no economy. Bad that is. Next time try to play it exactly the other way round. Be strong on econ - assuming concentrating on pop first. This will give you more options as to what decide once problems will occur. In short, without money your're boned.

4 Replies 5,616 Views

You'llhave to totally alter your playstyle, esp. if you're used to play the Yor in DL. In TA, they are one of the strangest civs out there, very hard to master, and, in th elong run can be very weak if you can't compensate for their weaknesses. However, they have aome pretty tough advantages in their techtree and racial. Use this well. P.S. In TA, I would take the Yor always when playing a warfighting game, as I think they are the strongest race there. However, it does *HEAVIL

4 Replies 5,642 Views

To clarify some comments: [quote who="Mumblefratz" reply="19" id="2834515"] Wow, that's likely to be a lot of ctrl-n time. Actually not really. I personally think that you should be able to find one on average in an hour perhaps slightly more. Other folks may be luckier and get it even quicker but I always seem to be a slave to Murphy. [/quote] Actually not, as he's playing TA where there exists only one 700% research bonus tile in the galaxy as op

34 Replies 118,647 Views

[quote]Of course there was a single AI that I left with a single planet and it *looked* like it was a Civ Cap however I really wasn't paying attention whether or not their previous civ cap stayed a civ cap or reverted to a regular colony the turn after capture. The next time I get to this point in a game I'll make a note of it but that probably won't be for awhile.[/quote] Your impression didn't deceive you - this mechanism works *once* for each civ that is in the game, which mea

15 Replies 75,836 Views

Hello JecJackal 1. Minor races CANNOT be culture-flipped. As they do not colonize, all of them would fall prey to influence sooner or later naturally. 2. Yes, it will generate range and influence. 3. It's constant. However, other values that might increase the influence could be changed without changing the base. Mining resources for example, or growth of population of a nearby planet. Researched tech that grant + base influence. 4. It does highl

9 Replies 16,578 Views

My guess is you're playing TA - which has individually changed techtrees for all races. As for the Yor, they don't really like diplomacy thaaat much :)

4 Replies 3,371 Views

Works the other way round too - declaring war too early will trick the AI into building hopelessly weak Fighters. Sometimes, when lacking any weapon-tech - they will be unarmed, or, in case of Iconians (or any race that traded for their stock armour tech) have 0att 1def which is of the same worthlessness.

14 Replies 7,281 Views

[quote]Am I misunderstanding this, or are you saying that the only techs you research in a game where you're going for a tech victory are the techs that lead directly to it? Unless you trade for everything else, that seems somewhat difficult.[/quote] This, and income, and, as in any game, the yellow diplotechs first. Get money through constant techbrokering, later on Breeder grips in. But, will work only on fast research-speed. But even on slow research speed, there's no way o

8 Replies 7,544 Views

[quote]I haven't really been monitoring the forums closely. So the AI has no fog of war, but just has a hack requirement to scout planets before sending transports to them? That's disappointing. I'd read that the GalCiv AI was pretty challenging even without an economic bonus. But if it's got no fog-of-war, that's a lot less impressive.[/quote] Yes, something along that line. The AI is simply playing out a set pattern of logical rules, and by offering different scenarios on

95 Replies 217,335 Views

The lag is because the game doesn't clear out the RAM from turn to turn. Thus, the memory the .exe consumes is ever-increasing, in big games coming to the point where you will not be able to save anymore. Besides turning all vid options (and everything) down there's not much you can do about it, still, this will only mitigate the fact for some time.

4 Replies 3,245 Views

[quote]2) Computer players appear to be able to observe events that should not be within their field of view. For example, if I build a starbase near my homeworld, the Dread Lords immediately dispatch ships to destroy it, even though they have no ship anywhere nearby that could have seen it.[/quote] One of many countless examples where a player finds proof of the non-existant fog-of-war for the AI. Still, SD's official position is "the AI needs to scout first". Doh...

95 Replies 217,335 Views

[quote]1) The DL scenarios have the asteroid mining and hostile planet colonization techs from TA available for research, but those techs have no function in a DL scenario, and could cause new players to waste effort researching them.[/quote] You are probably experiencing this/these bug(s) with the semi-functional campaign(s) because you're launching them from the ToA starting menu. Simply don't do this.

95 Replies 217,335 Views

In reality politicians will do alot to gain their votes right before an election - and, if they are going to carry out a decision which isn't generally accepted by the public, they will wait with its announcement/execution right after the election has passed. So, lowering/raising taxes to win an election actually has its counterpart in reality. Although I really can't say if this game bears any resemblance to be "realistic" at all.... One day maybe you'll try to win a warfighting suic

11 Replies 51,676 Views

[quote]- 0 if approval is less than 21%. In addition, you lose 10% of your existing population per turn. - 0 for approval between 21 and 40% (pop doesn't grow). [/quote] ...still some errors!^^: [ bolded ] - 0 if approval is less than 20 %. In addition, you lose 10% of your existing population per turn. - 0 for approval between 20 and 40% (pop doesn't grow).

8 Replies 6,192 Views

The 3rd factor that determines the lucrativity of your trade route is the amount of time it is in existance. At least, until the cap is reached. Arming freighters is no good idea, as you'll have to pay for Military Vessels. Further, in relation to the bcs you can harvest via trade weapons are much to expensive in comparison. Think beforeahead when you want to establish a trade route. Always through secure territory, in save backlands of your empire - and always to a civ you mi

2 Replies 5,560 Views

[quote who="LTjim" reply="11" id="2785510"]The downside is that the gift receiver may need to have Invasion tech. That is, I am unsure if one can invade with a troop transport w/o having the tech. [/quote] It will work, had quite a number of games where this did happen. Think of it the same way you gift/get a warship that has weapons on it although you are not in possession of the techs. You still can use the ship 100%. [quote]I like the trick of giving an about to

12 Replies 8,418 Views

Esp. early on pop is far more important than any econ-buildings because of the inefficiency econ-buildings do have to face when build upon lowpop planets. Further, pop itself does bring additional bonuses which are not to underestimate in any warfought game. The (isolated) bonus pop brings to econ fades more and more once 9b people have been reached - the issue is very complex due to alot of changing factors - but generally it is to say that if your pop is below 9b it is always a good

11 Replies 51,676 Views

Plainly said - no. The AI won't pay heed to any WinCondition that is enabled, and therefore, they will not try to pursue one of them. This can easily be deduced by several different factors, for example, a Tech Victory is usually best done by focusing on research + income solely. To research engines (or else) beforeahead is nonsense, but if you backcheck an AI's research pattern in a game where he finally will take on to the TechVic branch of the tree - you will see that he wi

8 Replies 7,544 Views

The only way to speed this up slightly is to zoom maximally into a void zone on the main map, and don't trigger/click anything else anymore. Still, processing will take time, esp. if you're playing gigantic all-abundant maps. Quicksaving and reloading might also be an option, as the game does NOT clear out old information from the RAM, thus, longer games will proceed ever slower. However, you'll loose some income/influence each time you reload - although this can be countered

1 Replies 2,372 Views

[quote]Once a planet's pop is up to a "reasonable" amount (and this amount changes over the course of the game) then all you need to do is to keep that planets approval above 40% because at 40% and below you actually start losing population. An intermediate point is the 75% level. Basically at 100% approval you get a bonus to pop growth, at 75% and above you get "normal" pop growth, at 41% to 74% you get no growth at all and at 40% and below people start dying. The bottom line is a

8 Replies 6,192 Views

This is so because the AI's will do nothing actively in order to "push" a friendly relation towards close, unlike the human player. Stuff like, gifting some money or warships, happen pretty random and chances are low that this will happen directly in 01 y4 - but even if it does the scale of these gifts simply are too low to be of any greater effect. Then, the AI will also not try to avoid diplomatic penaltys (as for instance mindlessly building Influencer SB's in foreign sectors,

8 Replies 14,749 Views