Google Russia (or any place) and multiply by 1 million per square mile.
LTjim
I'm not sure any civ would build someplace so potentially unstable unless there was some great need of it. However, one could postulate, I suppose, that the intelligent species desired the pressure or the great depth for some specific reason, perhaps cultural if not physiological. Here's some math. First, though, let's postulate that the species wants no structure to be get closer than three miles to the surface of the water, say, 15,000 feet depth. I make
Yes. Once one postulates science advanced enough for FTL ships, anything is possible. With techs including shields, energy weapons, fusion, anti-matter, black hole whatevers, etc., there would seem to be little in the way of limits. Residence buildings a mile-cube each, orbiting factories, deeply-buried structures .... For example, a single mile-high residence block would have 528 stories, each level would be 27,878,400 sq feet. Assume 2
With the discovery of FTL that will allow large populations to settle new worlds, world governments repeal contraception laws. Or, with that same discovery, the increase in morale and enthusiasm has the expected effect. Or, the "population" represents only the number of people actually registering as tax payers under the world government. Then, with that same discovery, the government rules that only legal, tax-paying citizens will be considered for off-world e
Actually, I play a hybrid All Factories strategy when I play DA on Suicidal and, in the process, make use of the research bonus tiles. I start with a 300% or better research tile, rush a lab there, and concentrate on research for the first ten or so turns. The intent is to acquire all the early bonus research things and cherry pick a couple others, depending on what later strategy I wish for thaty game. Then, I switch to All Factories, inclulding building over the resear
The closest thing that I have seen to this is the mod that is supposed to enable the Minor Races to colonize and expand, thus acting more like small Major Races. If that works, then a game could have 8 + 9 = 17 opponents that are all colonizing and expanding.
Does the screen show you have "Close" relations with the civilization(s) with which you are trying to ally? That plus the both having the tech are the most critical pieces. After that, it takes time. On treaties, IIRC, a civilization can give only one Research and one Economic treaty. If you have given the Research Treaty to, say, the Drengins, then you will not show it as available to give to, say, the Korath. The AIs civs have the same limitations.
Note that happiness and influence "flipping" are not the same thing. I suggest reading the galciv2 wiki entries under "approval" and/or "morale." Morale/Approval factors: - race points put in morale or base happiness in race setup at game start - PQ of planet, with those above some # (PQ11?) begin to get bonuses - tax level - planet population, happiness goes down as pop increases - happiness research - happiness bui
I have had that happen sometimes. also, in DA. I have never been able to determine the why. The only way I have been able to avoid it with confidence is to select the AIs and their initial status.
Ships often will show "Never" when there is a building/improvement also in the queue. Only when that other improvement is almost done, will a ship also show a completion time. You can use focus to tune those times, somewhat, though in TA there is a penalty. To build ships faster, one needs more factories, higher % on ship slider, more race/party bonuses on building stuff.
Invasions of large empires require lots of troops, so I try to keep 100% approval even late in the game to replenish planets for troop transports. SImilarly, I go for sub-optimum higher populations to better supply troops and to better resist a surprise invasion. So I generally I build one morale building on almost every planet. Note that, if I were playing a human, I would never want to exceed base population w/o a counter-espionage center (which also contribute
There are buttons with viewing choices at the bottom of the battle screen and also the one that tells you the battle outcome. You can even replay the visual part over and over, to see it from different vantages.
I never played at the Beginner level, but I think I recall posters saying that the AI has a tough time doing invasions at that level. If that's right, then any planets you invade and conquer are likely to stay yours. Just keep an eye out for the rare enemy transports, and be sure to intercept them if any show up and before they reach any of your planets. More generally, use diplo bonuses and bribe one enemy to attack another. I try to get the others into
First, in race selection, max the economic bonus. Consider Federalist Party, but their are advantages/disadvantage to al lof them. Second, rush buy very few things early. If my homeworld has a bonus tile, I do generally buy to use it from the start. Third, grow your pop by keeping 100% approval just about as long as possible. Thus, a few points in race selection to morale can be good. Fourth, research at least the first econ bonus early. Fifth
FalseDead - If an empire surrenders to you and causes you such strategic problems, one solution could be to trade/sell unwanted planets to a minor or maybe an ally. For that matter, you might be able to do planet swaps with another AI to tidy up borders. Generally, the AI seems to judge value by pop, so a high pop world you just got might be valued more than a recently settled world with better tiles or PQ. That is, keep the ones that are best for yo
Recently, I (DA) have been playing with the largest galaxy size, all abundant, normal tech rate, all events, suicidal, max minors, and just 5 other empires. Sometimes no megabilities, especially when I want to play Krynn. I find that the somewhat lower number of major AIs extends the colony rush enough to be more satisfying.
Actually, I think the Homeworld difference between DL and DA/TA has come up before in threads since I've been here, perhaps even with Mumblefratz and myself noting the delta. But, perhaps I mis-remember. The AI empires have not seemed to get another capital colony building anytime I conquer that planet of theirs, even though a new planet visually changes to be the capital. What happens to that building once I conquer or flip it. That is, do I now have two
The "archaeologist" name for those lost spies was coined by Loupdinour, who made a detailed study of espionage in thread #316263. He coined the term in reply #3 to the thread entitled "A Q about espionage and" The thread is #357873. As he had noted that, if you lose your passive spies when an empire is destroyed when your intel level was below "Advanced", you will still get the normal reports as your intel advances on the dead race.
Soylent Green --- just add water.
Maybe those are the ships the spies-turned-archaeologists are using!
I really like the initial exploration/expansion phase, so I tend towards larger maps and drop the major AI count down one or two from the max number. Those two steps combine to give me generally enough time to explore some and colonize a few planets before encountering others.
As I said above and have said before in previous threads on this subject, SEIV allows for pre-scripted choices that do not change in a battle, and certainly not turn-by-turn. One can establish targeting priorities, formations, preferred firing ranges, etc. and the battle proceeds without interruption to completion. For example, say one chose to research missiles. Those might allow greater ranged fire than beams, so the orders could be to try to hold open the range to nea
Alternatively, as soon as the first extortion demand comes in, with you declining, immediately start a bribing campaign to get all the other races into a mesh of wars. I might suggest converting the miner on turn 1 to a colony ship and NOT colonizing the marginal planet in your home system. As MK recommended above, do less building on the new planets until their population grows for taxes. That means pick one or two to do some building on for expansion or for use of juicy
From the ACME Buggy Whip official history (the company shut down in 1922): "We make buggy whips and buggy whips only."
I think that is what SEIV did. That is, one could choose to play with turn-by-turn tactical control of battles, but one could also have them played out according to pre-scripted preferences. These would be like standing orders one might issue to admirals. For examples, ships should engage at max range, ships should fire at the strongest ships first, ships should attempt to capture weaponless ships. Others included specific formation directives, like battle line