I have somehow done something such that - in mid-game - I do not get notifications of ship completion. I see in the "Game" page list the ability to turn off social notifications other than with an emoty queue, but I cannot figure out how the ship completions came to be no longer displayed. It is a major pain going around the 200+ shipyard planets to check if they completed a ship this turn. How can I get the ship completion notifications back on?
LTjim
Not wanting spam to get the last word, I decided to throw in a comment here. [Ed - the moderators deleted a spam post directly above this - so this is not any sort of dis of MarvinKosh whose post NOW is the one above this] I read a lot of books. One common element is that certain scenes or events make or break books for me, and I doubt I am alone in this respect. Such scenes might include a big battle, or chase, or even a romantic sequence. 
And what about the MCC?! I put a spy on that, as well. Would it or should it negate the 100% economic bonus? Could one actually get planets to flip (DA) if there was a spy on it? That is, would it negate the inadvertent flip prevention?
In the case of the TirQuan (sp?) building, I had the spy there for many turns before the invasions. BTW, I had always wondered what that building did, exactly. Now I know that it adds +2 to the "Advantage" for invasions. So, no matter what, I have gained that knowledge out of all this.
I routinely try putting spies on morale buildings right before I invade to allow me to determine if the information warfare choice is better than the mini-soldiers one. Thus, that one also does not involve a one turn delay. Still, I would have thought this would be well known by now, one way or another, but I have found nothing on this!
I know there are Improvements upon which one cannot place a spy. One enemy got to the TirQuan (sp?) training trade good and built it before I could, getting the soldiering bonus. I put a spy on the building and presumed that it negated the bonus, since the game engine let me put the spy on it. I also put spies on the Hyperion Shrinker and the Hyperion Logistics buildings. A few turns later, I proceeded to invade four planets of that enemy on the same tu
My game is DA. I think Constructor modules are just size 20. If speed 9 is not enough, I can always add more engines.
In a Suicidal game (DA, largest galaxy, all abundant, etc.) an amusing UP resolution just set the min speed for constructors at 7. So, with Impulse and the +1 trade good, even non-engine constructors have speed 9. Just built one and confirmed it. If I go up in engine techs, I'll get another +1 or two. Hmmm, I wonder if two modules would be speed 18? I think I will redesign all my warships to have a constructor module and no engines!
I found - as I moved up the difficulty levels - that I had smaller and smaller "windows" that I had to get through. That is, on lower levels, I could colony rush for a while, over-extend a bit, and still recover, perhaps with treaties and playing off one AI against another. On higher levels, I learned to be more disciplined when I stopped the colony rush so as not to over-extend, to focus my research on specific goals, and to get future enemies into early wars. The Drath
Note also that the "Political Capital" can benefit from either of two different bonus tiles, such that a player could choose to boost either the morale or the influence gain.
I have never had that mega-event and I only play on the largest map size. I do play only on Suicidal, though, so that might be a factor.
Sadly, I have never had either the Peace Keeper or the Pirates mega event, though I have played 100s of DA games over the years. I also have not had the Dread Lords for a lonnnng time. Does playing on Suicidal make those less likely to happen? Or, do the triggers include the human player being in a very strong position early in the game? Or, at least not dead last, as I generally am for the first many turns in Suicidal. By the time I turn the tide at Suicidal
Hmmmm. I think I would buy-trade for some other AI's warship(s) and use it to break the blockade at one planet. No way the AI would be up to that!
The gifting of a warship w/o engines to initiate wars between opponents was an idea I suggested. It appears that a better approach may be to gift a troop transport (even with very low troops). 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. W/o the tech, the troop transport gift might not be seen by the other enemy as a threat. I suppose one test would be t
I have long noticed that AI fleets would ignore juicy targets on their way to their attack destination. I wondered to what extreme that could be taken. As a test, I constructed a base in an AI zone, pre-positioned a lot of tiny 1-gun defenders there, let war be declared, and waited for the enemy fleets to show up with that base as their attack destination. When the first fleet approached, I constructed a wall ahead of the fleet, and it went around (rather than
Damn. Have been unable to repeat it. I did, however, close/restart the entire game, and choose 5 races, set 3 to Neutral, and left the other 2 as "Unknown" and got about the same indications. I am confident that I had set them all to Neutral those other times, but I am at a loss to explain why I saw the behavior as though I had not. Maybe something I did elsewhere in the setup reset those Neutral settings? HeckifIknow. If i see it again, I shall repost.</
I set them all to "Neutral." I have found pre-setting them to be the only way to avoid a "Team" designation once in a while.
I decided to try a Suicidal game with 5 specific opponents, and set it up that way in the pre-start screen. When the game began, the treaty status and other screens showed just 4 opponents. I restarted, again specifying five, but changing one for a different one, and this time the in-game screens said there were just 3 opponents. Any idea why that is happening? I do not want to put a lot of hours into the game and find out that there really are 3 instead of 5.
All the economic capitals were built before I began the invasions. The Scotts surrendered to them after the invasions, but there is no economic capital on that planet. Does a player get the bonuses from more than one? I also captured a second or third shrinker, and did notice those additional effects.
I'm p laying a DA Suicidal game and the Drengi (sp?) declared war on me early. I'm crushing them now, many turns later. No empires have yet fallen, including all original minor races. As I began to invade, I deployed all the rest of my spies and noted that there were economic capitals on several Drengi worlds. How did they do that? When I finish taking all their worlds, I may have 5 or 6 of them! Anyone else ever see this?
In one game I'm nearing the end and I do not think I get the "too busy to talk" elay any more. Mine is the most powerful empire with the most influence and I've completed the diplo tree. ALong the way, I built the Translators, the Restaurant and the SHowcase, or captured them. I wonder if the delta between the empires gets large enough, if that delay is waived. I think it is also waived between allies, so there IS a precedent in the game engine for no delays. D
I think an AI can be bribed to attack another that has a higher military ranking. IIRC, I have managd that several times, including a current game (more below). I do agree, though, that if an AI has a high mil ranking and another has a low one, that it seems impossible. In a tight game, it can be vital to keep track of which AIs have treaties and trade routes with each other. For example, even trade routes produce income for them and a war declaration stops that
I believe a planet's Influence also increases with population. That's why a player can let the AI colonize the low PQ planet usually found in the Homeworld system. Eventually, the Homeworld's greater Influence will flip the lower pop planet.
Yes, that allows the exploit I referenced first.
I explored this over the weekend and had some surprises. I noted several enemy planets with the skull and crossbones, then saved the game and reloaded. The planets did not appear with the symbol, as expected. Next, I attacked the planets' defenders. After each attack, the symbol reappeared. Next, I reloaded the saved game again. I had the highest espionage level on that race, and just toggeld the "View" option for each of those same enemy planets