bpleshek

bpleshek

Joined Member # 610958
2 Posts 1 Replies 5,877 Reputation

Yes, the racial penalties, instead of bonuses have been in many games. It would be nice, so long as you couldn't REALLY stack it. In MOO2, it was easy to just totally give up things like low gravity and espionage and then pick other skills that would either offset them OR set yourself up so that tech would greatly outweigh them eventually. So your negative picks would have to be balanced. But i do like the idea. There is a race builder in GC2, just no negative picks. Give Drengin

5 Replies 4,180 Views

Undecided. Presumably with sensors, you can see their ships coming from a "mile away". Shouldn't be too hard to get them up and ready to battle in the 5 turns it takes them to get here. Juan, that's why i mentioned it. Was hoping someone might at least consider the idea. Brian

12 Replies 5,348 Views

Here is the situation. I move a fleet of 5 ships into orbit and notice that there are 4 ships defending. When i initiate battle, it's my FLEET vs 1 ship. Then i easily win the battle and i can repeat this until all 4 ships are dead. Now, i take no losses with minor damage if at all. If the ships around a planet acted as a fleet, then i would take much more damage and perhaps even lose to 4 better armed ships that i can just pick off when they fight solo. The downside of "fixing"

12 Replies 5,348 Views

You know there used to be another game i played called Pax Imperium: Eminent Domain. They had this idea which i though was neat and could answer the question about class 0 planets. ANyway, Each race had it's own habitable zone for temperature, gravity and atmosphere based on it's racial charactistics. A class 0 planet for the earthlings, might be a class 2 planet to a drengin and a class 17 for the Yor(or whoever). So you'd see that often they would take planets that you wouldn't want, and s

5 Replies 4,180 Views

It's been over 15.5 hours since Threadzilla has been fed. Anyway, I can't post a score since I upgraded to 1.10A.073. Every game so far has ended in a 0(within the game, so you can bet I'm not posting them). WTF, I mean, Arrrrrrrrrr.

3,706 Replies 99,614 Views

Whatever is done I don't we should be limited with a hard cap like trade routes. If there is to be a cap, make it tech based so at least it can be modded later to +1 SB or +1SB/planet or whatever. B [Message Edited]

75 Replies 3,956 Views

I think they should fix multiplication to addition. That will help. Next, don't limit bases by number, use the logistics(topic right) to give either free or inexpensive bases based on the (cube root of pop/10000)/15 or n times planets(say 2 to start with a couple of techs that increase this). Next make it expensive to exceed the logistical amount. Follow that up with a terrorstart cost-like fee for each "maximum" item within each group(party palace, ultra mines, etc.). Also, make a construc

75 Replies 3,956 Views

I read this on the expansion details screen: + Starbases now cost 10 to maintain. Even with a fully buffed SB, I'm not getting 10 in trade out of these? Am I doing something wrong? Now granted I have in the past gone with short routes(1 sector) and placed all 10 of my routes to the same AI. That way I could place 20-30 SBs in the sector maxing out trade income. But my average route provides 40-60 bcs/turn and I end up getting only 1-2 bcs/trade improvement. Does the 10bc m

2 Replies 246 Views

There is a 5 game winner medal without regard to the points, Couslee. My proposal was to have a set of medals for game wins(5, 10, 50, 100, 500, 1000) and a set of medals for points. I have also said in the past I think there should be medals for former 1st, 2nd, and 3rd places(not that i've been there yet). B

43 Replies 894 Views