In some games, I research a few of the Invasion techs early, just in case the DLs show up. Then, if the DLs do show, I can get to them before they get a ship in orbit. It's a nice high quality world and a new tech. If I'm lucky, or playing cheesy, I'll get a developed planet packed - or nearly so - with Industrial Sectors.
LTjim
I do not play TA and do little of the ALL Labs strat. There was a thread discussion I had recently with Mumblefratz and some others on beating it at Suicidal that touched on several of your items. Nonetheless, some aspects should be common to both DA and TA. First, apparently there is a limit on the number of techs you can gain by research in a turn. IIRC, it is N+1 where N is the number of planets you own. Thus, early in tech trees, when the research points pe
Oh! There be sharp cheddar, indeed! ;-)
In SEIV, one had to specify which planet environment a colony ship was designed to colonize. That is, a CO2 planet could only be colonized by a colony ship with a CO2 colony module. As Willythemailboy said, that is not the case in GC2. Do note, howvever, that Quality 0 planets cannot be colonized by any tech.
Yes, only at the game set-up. Otherwise, "Illegal time travel" is your only choice after the game has started.
Good intel! Thank you! If you still have that saved and poised, could you try two more things? 1) Have combats BEFORE the Red base destructions and then replay with the same combats AFTER the Red bases destructions. This would address the possibility that the values used in combat calculations might be calculated at time of combat while the values displayed might be updated at the start of each turn. 2) Offer a war
There are other nuances, also. For example, if one were to trade/sell a warship, or buy/trade, does the AI use the nameplate value in its algorithms? Or, the current, real-time value? I'd guess the current value. If the values are real-time from Red bases, then that ship's values would change when its ownership changed. Thus, the "deal" might be calculated on not relevant values. There be cheese.
I still think that any powered spaceship in orbit would have access to something they can drop into a gravity well on just-landed transports. Like hand grenades and nukes, close would count. SEIV has many features like ramming (armor is your friend), planet defenses, tactical combat, etc. It has its own problems, of course, but you might take a look at it if those features are important to you. I fondly recall rush-building defenses and cheap ships in some SEIV games when AI fleets showe
Ah! The species-unique techs were introduced in TA, and are not in DL and DA (which I play). Also, each race is indeed limited to just one economic and research treaty at a time. Good point, and one I neglected to mention.
Hmmm, very interesting! I will try to be on the lookout for this.
Some answers: 1) I do not know (I play DL and DA, but not TA) 2) The chance of a tech steal is very small and random each turn, and also is the same if one has one spy on an enemy tile, or many. 3) I have had AIs complain about Influence bases I had placed near their planets, with a corresponding drop in Relations. I advise making later constructors faster and/or smaller. With a few levels of miniaturization, they can be made from cheaper Tiny hu
Wellll, I like mine better! So, there! :-) Besides, space miners may or may not be able to move fast, but they are certainly likely to have ore chunks nearby, or have access to ones. Also, the space miner can prevent more than one transport, so kamikaze tactics are out as an excuse there!
SEIV may be instructive. That 4X game has a multiplayer feature. MOO2 does, also, sorta'. On the SEIV Boards, even after I had learned to beat the AIs on the highest levels, I found that my race choices and strategies would not have been competitive against humans honed in human-v-human play. The same was true for MOO2. For example, in SEIV, IIRC, if one did not maximize attack bonuses at the cost of almost everything else, one got blitzed early.&nb
Ground-to-air missiles against possibly stealthed ships and/or against jamming = high tech. Also, if one misses, the transports are safely down. Dropping ore chunks from orbit on grounded transports = very low tech Also, one need not hit exactly, and can drop more chunks as needed. (Remember "Moon Is a Harsh Mistress"?) BTW, games have often had problems with unarmed units. I recall some (Panzerblitz and Panzer Leader are two) allowed horse cart an
Ah, so the answer is that the bonuses from Red bases are dynamic or "real-time" - - with the exception that the AIs do not know of the change until the next turn. So, the Red Queen attack strategy is good: "Off with their bases!" Thanx! ;-)
GW Swicord: You lose the bonuses when you lose the Red bases (and their upgrade modules) - yes, that's a given. The question is if the losses associated with the loss of the Red bases affect already-existing ships. Scoutdog: The end of turn aspects are not quite that simple. For example, one can gain the extra miniaturization bonus associated with the hyperion shrinker in mid-turn by rush buying it in mid-turn - I do it nearly every other game.&
But do ships retain their as-built values? That is, their name-plate numbers as modified by the cumulative bonus values at time of launch? (Note, IIRC, ships built at planets with ship bonus values established when the colony was first created retain those bonuses evermore, even through later upgrades.) Or, do ship values vary in a dynamic fashion as Red bases and other civ values change during the game? Note, if the values are dynamic, then it would appear th
The "Red" resources give combat bonuses when mining star bases (and subsequent mining base upgrades) are constructed upon them. I've had some trouble nailing down any timing effects of "Red" base creation (and upgrading). Consider the scenario where one designs a 100 attack ship design and builds three of them, one each on consecutive turns. Call the turns N-1, N, and N+1. If one were to build a Red base (or upgrade) that added 5% on p
Anything in orbit could probably drop stuff from there. KE strikes on just-landed transports would be very effective.
I'm not sure about how it works in TA, but google and the Wiki are your friends. Just google: galactic civilization trade goods. It'll take you to the list of them. Be advised that the gravity accelerators are broken in that one cannot gain the bonus through a trade. That is, one can trade for it, but one does not get the +1 speed bonus.
The fairly short answer is: 1) Race-wide spies develop general info that you can see in the "report" box, ship destinations, and such, and are immune to being eliminated. Info accumulates, but the number of spies (up to 4) make a difference in the max possible intel level. 2) Tile-placed spies stop the improvement from generating anything except its maintenance cost and also have some slight chance of gaining the theft of some technology ffrom the race. The ti
So, let me be sure I understand this! Build the Political Capital on an Influence (or a Morale) bonus tile and it doubles the Influence (or Morale) effect of the improvement? Does this apply to the Secret Police Center?
In the last five or so games I have played, each with 9 majors and 8 minors, beams has been the rare choice. That is, of the last ~100 AIs in my most recent games, fewer than 10 have gone beams (loser to 5, actually).
The easiest way that I can think of is to give/trade them techs. That is, if you see they have researched beam theory and Laser I, getting them, say, Stinger II, will likely have them jump tracks. Same would apply for defenses. The AI will generally go with the best it has and research it further. It is one sneaky way to improve the odds that you are researching the best defense .... ;-)