I hit this issue as well. Just couldn't pinpoint research centers. -Scanian8
Scanian8
@Maiden666- Congrats [e digicons]:thumbsup:[/e] Thanks for the tip, knew that one though...pretty sure I wouldn't have survived a lot of these games without it. I've even gone so far as selling tech to my bankrupted minors for IP in order to sell my new IP to the Thalans (Horrible diplomacy + extreme bc surplus is a great thing). 31500 is where I stand at this point. I even replayed this game out to the very last week in order to max out population everywhere. In
I was hoping to give something new on this post...but after a few variations on the breeding idea, I have 3 games with the exact same score, 30450...looks like this strategy is starting to hit a wall, but I refuse to give up on it just yet. -Scanian8
For some reason my newest high score won't post, 30450 [e digicons]:rolleyes:[/e] ...but I tried a custom race with super breeder and maxed econ+morale+research. Used the Altarian tech tree (not really sure what is best, still feeling it out...for some reason got blocked by the metaverse for using the same statistics only Yor tech tree...) Game was actually really set for me to score high on, 2 100% research tiles and 3 planets in sight from the start. Got out the colonizers and what
Completely forgot that my original idea was supposed to revolve around getting colonists out there...[e digicons]o_O[/e] Just got too focused on population too early. When I do these quick run-throughs I always forget to analyze what the building's actual output is...I had just remembered that I liked Torian tech. I had assumed it was the research output but its the cheap maintenance...and the classical names. My line of thinking held that these minimal bonuses wouldn't be wo
Tried the vanilla Torains just to get a feel for where I wanted to go with their super ability and the score came out to 26250 with 2 suicidal opponents...I just picked a plan and ran with it again, hoping for thoughts of if this is a good technique or pointless...The game also could have gone significantly better if I had not just been testing the idea out. My HW had no research bonuses and both enemies were very far away. The general plan ran along the lines of actually boosting the
I might try out the super breeder pretty soon here, it does sound quite fitting. I actually try to ignore the planets early on, figuring that the money lost in getting out colony ships is better spent on transports/spores. I could try to just stake out a few planets with a fighter...but if the enemy got through it could be a waste...Then again, if I am going for pop I might need those planets early... I know I should have moved to very fast research by now but I just can't pul
[quote who="Maiden666" reply="99" id="2619078"] Taxes as high as possible but not so high that morals are below 20% (you'll loose pop then). [/quote] This was in a way my plan on the first game...I kept morale at 100% for as long as I could and then raised taxes as high as I could. After a few more of these games I have found that I am actually able to keep things rolling and to hold my morale at 100%. This is why I am starting to won
I am glad everyone got the point of this post...Thanks for all the great responses! There are a myriad of topics I may want to come back to, but just don't have the time as of right now. I do want to argue against one of my complaints though... The very next game I played after posting this was an attempt at a ZYW (succesful) and in that game I played against the Yor on a tiny map...Crippling difficulty if I remember right. In this game the Yor were mass producing scout ships and actu
The announcement must be made...The noble Ascanius has succumbed to the power of the Kzinti Empire. May his loyal subjects (2 puppies) forever tremble in fear! -Scanian8
Posted a ZYW against 3 suicidal opponents that netted 30100...Be afraid Maiden...be afraid...[e digicons];)[/e] I guess just a few questions now that I am starting to look at score/increasing opponents- 1.Is it better to attack the old fashioned way via planetary invasion techs, thus saving population, or is it better to go right for the spore ships? The loss in time to research normal techs against too many opponents may lead to resistance that could drag the game into y
@Mumblefratz- Sincerest thanks for all the useful information as well as just going ahead and posting my games! So...you might have made a liar out of me...I had claimed to be happy to post my screenshots, but I had also assumed it was a bit simpler than that. So...double thanks, those probably would have never gotten posted without you. @Maiden666- Actually, its even worse than that...As I said, I decided to do this on a whim and just thought of a strategy and went for it. The i
First of all my apologies for not knowing how to actually post a screenshot on here...but I swear I just joined the ZYW club as of my posting today. I only have one character so it should be easy enough to confirm my statements. I'd be happy to post a screenshot with a little guidance from you guys... Either way, Tiny Galaxy, Crippling, Korath...cant remember the score, 15000ish- I tried for a ZYW on a whim, wanting to take a break from my other game. Probably just beginner's luck but
I guess I should start out by saying that this is in no way a post to begin yet another rant of "this is broken and must be changed now or I will be giving up on this game. These are merely issues that I just can't get out of the back of my mind and serve to irritate me the more I think about them. 1. Almost all the races have connections/backgrounds that involve each other. Iconians create Yor, Altarians have seen humans and are seeking why the are so similar, Drath and Altarians fro
I would also like to add on that your perceptions of the campaign have propbably been warped a little bit too much by these forums. I began playing this game in sandbox mode and began to fall in love with it (with the Ultumate edition, as yourself) for that mode alone. As the games went by, I began to troll these forums for strategies/just more talk about the game, and I found many postings about the campaign missions. I would have to say that over 90% of those posting involved ideas along th
@IztokBitenc 1)Awwwww, c'mon now [e classic];)[/e] Plus, if anyone is getting the boot its those darn Torians...I am sick of invading full pop planets. 2)Looking to keep it in the Metaverse..but just to continue this thought...Can I create my own special abilities by modding? Is it easy? 3)I have been trying this strategy with some success..The problem is that late in the game I find this to be impossible, I never have that kind of quantity of Transports. I am e
In my usual games (medium/large map size, ToA 2.04, 5/9 opponents, painful difficulty) the Drath never seem to be a major factor in my games but their special ability manages to be quite difficult to deal with. As of the last 5 games I have played, the Drath have survived quite far into the game, but are only managing to barely hang on. Thus, they become a perfect target for my war efforts (not to mention they have been close to my borders all these games, and they tend to dislike my tendency
I just want to throw in (mainly because I feel that there has to be SOMETHING that makes the Iconians useful) that the advance in logistics is very useful in the early game. Having an exactly +10 logistics enables you to group two transports together, further increasing your advantage/loss of troops in a battle. Hate to switch to the expansions, but I still feel the need to defend these poor guys- The AI greatly over-values the extreme colonization and beyond techs...A useful way to make the
Just happened to be thinking of an interesting way to give each of the races in the game a bit more personailty. The general idea is this- each race is given a selection of 3 evolutionary traits that their species have gained. These traits are much like starting technologies but each gives a little background/personality to each character. Examples include- Night Vision-Sensors +1, Improved brainpower- Research +5, Wings- Luck +5, Reptilian Scales- Soldiering +5, Claws- Soldierin
I know these questions must have been posted and recieved in numerous places throughout this forum, but, as always, a personal response seems to have a much more powerful message. I have been fully experimenting with the many facets of this game (finally managing to win every victory type and play through every race) and there are a few details which I feel are keeping me from moving up in difficulty (given, I haven't really moved from painful since I got there, I probably could afford to go
So I guess it has been seetled that easily? Hands down, the best Project is the Mind Control Center? I was hoping to hear of a few more strategies that revolved around pushing towards certain buildings down the tech line...I play with every victory type on so it is rare I get to the end of most tech trees, I have to be picky. [e digicons]*_*[/e] Any other buildings that may surprise me in the near future? (Not that I'm tired of the Mind Control Center yet)
I know this must be on the forums somewhere, but I just can't seem to find the answer to this specific question: Which buildings/planetary improvement recieve the bonuses listed on the bonus tiles, ie- the precursor library multiplies the research by 700% but I have heard some buildings won't make use of this ability, thus I have only placed basic buildings on each bonus tile. Please tell me eaither which improvements can or can't use these bonuses, whichever list is easier, or please post a
Just wondering what everyone thinks are the best buildings to concentrate on or to rush for. I bring this up because I recently discovered how amazing the Mind Control Center is. I had tried at least 3 games as the humans working towards an influence victory and just couldn't get it to work (I had assumed that being good was the best way to convert new citizens). Then lo and behold, I find the Mind Control Center flips 6 planets in 2 turns.