LTjim

LTjim

Joined Member # 3435984
0 Posts 31 Replies 10,290 Reputation

So the Influence points trade games cannot begin until after all the Diplomacy techs? Don't the advanced gov'ts give Diplomacy bonuses? Do you build the Translators improvement? Even when it has said I have "Incredible" advantage, I have been unable to get any Influence points trades. I'm still having trouble envisioning enough Research gains out of three planets. I can duplicate something like the Colony Rush Kontana mentions up to Crippling, but not in

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Well, okay. I've beaten SEIV and MOO2 on the highest difficulties many times, so I am familiar with what you said. Still, surely one cannot do what you said with just 3 planets, can one? That is, one starts with one, and one colony ship, and one miner that can be converted into a colony ship. So, at Suicidal, how many colonies does one go for? Can you do All Factories? If so, one needs several planets and/or Manufacturing Centers to get a decent Research

41 Replies 45,169 Views

I would think the AIs would colony rush swamp me if I put the vast bulk of my resources into running down the end of the diplomacy tree. That is, until one has more than a handful of planets fairly well along in development, one has a very small base for research and the rest, and meanwhile the AIs are piling up Influence, etc. If I put lots of points into Research traits, my economy suffers, etc. I've read a Suicidal AAR or two and have been at this game for maybe a year,

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I have often seen references to using Influence in trades and selling Influence. I have tried that many times and have yet to have an AI agree to any such thing. I have tried selling Influence for cash. In fact, I tried a great many variations, including 990 through 999, as one poster reported success with those specific values - - no luck. Even using Influence as the last little bit to close a deal has not worked for me, let alone trading just Infue

41 Replies 45,169 Views

Ah! Thanks. That was just a "Crippling" save game, then. I can beat it on "Tough", "Painful", and "Crippling" but the jump to "Suicidal" is proving to be hard for me. I play gigantic plus abundant everything with max players and all victory conditions, with Research on "Slow". What I'm finding is that the AIs sustain the colony rush longer going right through Extreme Colonization with hardly any delay and still bludgeon the research tree of everythi

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Is there a way to tell the difficulty level of a saved game? I do not randomize AI intelligence. I can tell from the Intelligence report that the AIs are "Genius" but I do not know if that means I was playing "Suicidal" or not? I ask because I've been trying to win on "Suicidal" and have this one won, but I forgot what the difficulty I selected back when I started! (I want to play it out if it's "Suicidal" but not otherwise.)

41 Replies 45,169 Views

Two thoughts: 1) Did you try any counter-attacks? For example, did you invade any planets of your foes? A couple taken planets often gets an AI to be willing or even eager for peace. If not invasions, then did you scour their planets of defenders? The AI tends to rush build cheap defenders to avoid unescorted invasions. The cost of those repeated rush builds hurts their economy a LOT soon. 2) If you had not researched invasion or engines good enou

5 Replies 4,299 Views

The name of the Dread Lord world is Amalda. I have not had a problem seeing their icon on the galaxy map unless the planet was in a place I had not surveyed, or otherwise "seen" with ship sensors. One way to find the Dread Lord planet if it is in sight and you just have not recognized it, is to go to the planet menu, select enemy, and look for Amalda. If you have not used the planet menu, you get to that display by toggling (IIRC) the far left button on the bottom of the

1 Replies 1,538 Views

I have never understood Trade, and rarely play Korx for that reason. For example, does a Trade Route revenue vary with freighter design? More modules = more BCs? How many freighters to build? Auto replacement? How?

15 Replies 7,501 Views

I was pretty sure that a Minor's homeworld/capitol cold not be flipped, but i was not sure about colony worlds gifted to them. I got an interesting message on the Victory Progress screen. It said something like, "Research Victory Conditions Disabled"! But I had all Victory conditions enabled when i started the game. What nay have happened was that the Minor ran out of things to research and "won" a research victory. Since it was not entitled to win, the

10 Replies 7,426 Views

I did end up with an Alliance victory. The Minor I gifted my Empire to just kept researching and building ships, and even got into several wars on its own. They remained the true dominant power. I'm not sure any Empire invaded another or flipped. Perhaps the Minors cannot flip another's planet under any conditions? Eventually all got tired of beating against the Minor, so that I could get Alliance with just one or two holdouts. I then bribed the Minor to

10 Replies 7,426 Views

Ah, yes. The "Rush" strategies. The first one I recall was the Russian "Tank Rush" way back in "Red Alert". In MOO2, the quickest victories were in the smallest galaxy, taking Telepathic, rush building/buying a cruiser (just big enough for telepathic takeover), and getting to the home planet of a production-oriented race before that race could defend itself. In DA, the addition of the Extreme planets made a great difference, IMHO. As long as t

9 Replies 4,823 Views

Oh, I definitely did have fewer votes the second time! Hmmm, you're right, though. I needed to include all my Influence points in that gifting. I wonder if I did? I just may have to go back and try! Can a Minor win? Or, rather, can a Player lose because a Minor meets the victory conditions? I'd guess that on each turn the game checks to see if any Empire meets the victory conditions. Does that check include the Minor races? HeckifI

10 Replies 7,426 Views

I was trying to test if a Minor Race could win an Influence victory. I got to just over 75% and then gifted everything but one planet and a few of my best warships to a Minor. Too early, as it turns out, because I'd forgotten that my anomaly-gained influence did not convey. What I should have done was to get the % higher than 75% (maybe 85%) first. One way might have been to ready a fleet of constructors for Influence Base building in that last 8 or 9

10 Replies 7,426 Views

Maybe in TA, it does that, but I just play DA. In DA, some new stock ships become do become available as I get new techs, but I never use them. For example, I never put engines on orbital defenders. Also, in the early game, I go heavy on defense but try to make sure I have the weapon for which the enemy does not have defense (and must defend with square root). Thus, even my late early game warships are something like 3-8 attack-defense, because it's not u

13 Replies 12,893 Views

Most of us in one high school class made a secret agreement to look at the teacher - give him attention - if he was to the window-side of a pre-designated point. We used a piece of colored chalk in the blackboard tray. If he was on the door-side of that chalk piece, we looked down or otherwise broke eye contact. Within a few days, we had "trained" the teacher to stay on the window-side of that chalk! The next Monday, we moved the chalk a bit closer to the wind

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On the flagship as a later game warship, one thing a player can do after some miniaturization levels and engine gains in the early mid-game, is to upgrade the flagship simply to make it a lot faster. That lets it get many more anomalies ....

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Be advised that any ship ordered to upgrade will not be able to move while the upgrade is going on. If a ship is in a fleet, I think the fleet is also unable to move, as fleet speed is the speed of the slowest ship (here = 0). Hence, you may want to disband or manage the fleet. Also, on upgrades, I have found it helpful to create ahead of time several somewhat-similar upgraded designs with carefully selected names. Then, when I toggle the "upgrade" button for a ship,

13 Replies 12,893 Views