The 'Cargo Hull'-template I use when playing under the evil alignment: [IMG]http://img130.imageshack.us/img130/2804/yorcargohulltemplate3a.png[/IMG] [IMG]http://img19.imageshack.us/img19/172/yorcargohulltemplate3b.png[/IMG] [IMG]http://img695.imageshack.us/img695/132/yorcargohulltemplate3c.png[/IMG] It is Yor-based of corpse [e digicons]:cylon:[/e] [img]http://amcore.kryofx.com/sig/21996/2.png[/img][img]http://amcore.kryofx.com/sig/2
Maiden666
[e digicons]:rofl:[/e] I was asking because of this: "48 hours, you slept an entire day"
[quote who="0rion79" reply="6" id="2517541"] So, probably, Good is also rewarding because it means that it is possible to increase global productivity and still having quite happy people thanks to the high economic bonuses What I dislike is that the alignment choices at the beginning of the game very rarely present some situation where the Good choice is the most rewarding too. I have like the feeling that initial sacrifices are not refunded in the long run. [/quote] Actuall
The problem with the NLCs is two-fold: One needs very long to built them. During this time one has to focus on Social Production, meaning that during this time Research usually comes to halt. Thus, in first instance, building them is contra-productive. Later on when they are built you'll have the most-greatest research output, but also the most-expensive one - and this you'll need to fund. And if you can't afford that - rather go with cheaper labs. The other thing you'll have to ask your
Ah ja, the story gets developed. If Ian somehow has a latent ability to command these bio-ships, the Terrans own Precursor Library would serve a great strategic purpose... btw how long is day on Weber?
[quote who="0rion79" reply="3" id="2517330"] Another thing that, imho, generates confusion is that some "tribe" buildings do not upgrade into standard ones, or vice versa, when they are clearly better. For example, Drengin's Black Market is cool because it has no upkeep to pay but it should be supposed to evolve into the Avanced Market structure, while it doesn't. [/quote] That's because this improvement is granted form another branch in the Techtree. That's basically one ef
It's basically 2 different things. For one, 3 defensive shiparmament-techs are opened, and further, after "Good & Evil" a tech called "Concepts of Righteousness" is opened also - which let's you built the "Empathic Tactical Center" which gives +20% DEF. Actually, the description above lacks some of the improvements one can built after researching Xeno-Ethics. Neutral also have "Neutral shipping" which adds some trade routes (and I think, a bit more money out of trade...). by the w
and btw, the "Secret Police Center" is bugged, too - it should give a flat 20% approval civ-wide - this would fairly top the "Neutral" 10%. Another bug: there are no "Neutral" weapons/defenses. Also, you'll still need to research those terraforming techs for the tiles to become instantly accessable. To be honest: some of these improvements (esp. Temple of Neutrality, Temple of Good/Evil & Propaganda Center) are a drag and to built them is actually a disadvantage, they
I think the general consensus is that "Evil" is most strong in this game. This has to do with the bugged MCC, the Psyonic Beam Weapon, and the colonization events. The ToA MCC shall be very strong, too. Of course it all depends on the gamestyle one has. All these alignments have their own individual bonuses, while I have to say that, "Good" only has the Defense bonus which is a real bonus. The other "Good" ones become neglectable, esp. in greater games.
[quote who="0rion79" reply="10" id="2515513"] well, just give me your opinion if you have any strategy to grant high morale on overpopulated planets! [/quote] Orion, Willy is pretty right, superpop planets are an absolute drag. A 22b planet gives you approx. 4% more taxes as a 20b planet - if you then take into account that you'll probably have to built an add. farm + VRC (which could be Stock Markets) then this planet will give you fairly *lesser* taxes.
[quote who="0rion79" reply="10" id="2515513"] Thanks for all of your naswers: I'll try some new strategies ASAP. About transport, I understand your logic quite well: basically, the point is that even if a transport ship is consumed while invading a planet, all the remaining soldiers will form the new population and so, even if the ships is basically lost after use, the same DOES NOT happen to soldiers. It is better to transport big number of soldiers also to being able of quickly re-buil
Very intelligent thread. I´ll give my own 2 cents about it. Designing your ships to be cheap can make out a great difference - something not to underestimate esp. in the earlier stages of the game. Using Yor in TA as an example here, there's a big gap in the beginning-weapons cost: the Missile gives a ATT+2 - but costs 50mp, while the Mass-Driver costs only 8mp, giving ATT+1. It is much better now to use the cheaper Mass-Driver as your weapon, because the ships can be built 3 or
Bundalow, I could swear it your design is Yor-based[e digicons]XD[/e] Pretty good - look like space-insects. BEWARE!!!
What happens if you destroy the blocking ships so you can proceed to the next turn?
An other solution would be to save every turn and quicksave after lots of micromanagment and simply re-load after that happening. But the basic problem I have with that is that the advanced fac tech also hold the ResourceMine-upgrades, and these are important. Going all-lab is another option, or having Social-prod at 0% - and buying all structures. But that'S not the way I´d like to play...
Well you have 4 out of 5 methods of winning which are "civilized" - and which are also much more easy to reach (esp. Alliance, Influence on small maps, and Tech Vic when fast res speed) so I think the devs gave that a great deal of thought already. But please devs - do something about automation: Simple logical routines IF THEN ELSE addressing objects in game, even WinAmp has plenty of them nowadays
I´ve read this multiple times here in the forums that actually the Terran SA is overpowered, and, in fact, incorporates the Manipulator & Organizer SA as well. Don't know if that's actually really is so - but it seems logical. Craig is right, it's not overpowered. You could, eg. combine SuperBreeder with an all-econ approach and make way more money. You don't have to built a single ship actually, because your massive economy lets's you buy everything you need from the AI's.
Finished. I read the whole night, it's already dawning outside. What a page-turner!!! In the beginning I thought what the heck this Jordan is the most unsympathic protagonist ever, but then, after he met Ordo [btw latin ?] he became more and more mature, and in the end, evolved into a great character [akin to Kirk from TOS.] an ardent warrior with a high sense for all situations around him. Another great plus is the fact that the story maintained a good level of excite
Your ships are truly well-designed. My respect!
Aren't the Korath already some sort of Gardener-race? They drive from planet to planet only to set off spores so plants will grow alot...oh sweet the flowers in spring shall smell[e digicons]:karma:[/e] [e digicons]:grin:[/e]
Totally agree here. Would avoid a lot of micromanagment. Why not having a Civ-wide governor that rules that, or some sort of "apply this rule to all planets". Would help alot...
[quote who="0rion79" reply="14" id="2509667"] But now that you have spoiled me some hint, I must admit that I really don't understand the logic of Embassies and tiles with influence bonus. If both of them use percentage values, then those tiles are basically useless, aren't they? [/quote] If you´ll ever encounter in one of your games that an AI has low pop planet besides one of yours who has an Influence-tile upon - give it a try and built the Polit Cap on this. M
WOW! Just finished "Altaria's Last Stand" (a goodie) and now wanted to continue, but, as I see it, this is a pretty long story. So, better take a nap, and start tomorrow right away.
Haha actually I´ve been defeated also by the Altarians by a Tech Vic (which was the only MV game I lost) but no, I was *far away* from winning. What is strange about a Tech Vic is that it's "delayed" for one turn, that is, you research it, and then, still play another turn. So, the possibility could be there that the Altarians were, in fact, one turn earlier in finishing.
"Sensors IV, medium hull, io drive, stellar catography. No ship." Could you forward a link maybe - because that's pretty much wrong, it should be corrected.