Shoujo

Shoujo

Joined Member # 612150
0 Posts 0 Replies 27 Reputation

The speed bonus trait is great. I love it. It's up there along with the PQ bonus IMO. In some ways it's better than PQ and any other bonus. One really nice thing is that unlike most bonuses out there, the speed bonus isn't % based so you get the benefits immediately, and it just so happens that you get the benefits during the most critical phase of the game - the colonization phase. The sheer number of systems you can colonize is staggering. On a large map I started on one end, and

14 Replies 808 Views

I haven't done this myself, but I've heard that since you know when elections are coming up, you can lower taxes to raise morale before elections so that you'll have a better chance of winning em. You might want to try propaganda as well. I just had a rather cheesy thought. Would it be possible to change your gov't to 'Imperial' right before elections, effectively allowing you to prevent elections from being held, then switching back to a Democracy after election month...? Not very d

11 Replies 633 Views

Damn... Guess I can't make 'black hole' starbases (a fleet of -1 speed bases) to completely halt enemy ship movement. As an additional note about terror stars and speed, those things will not be affected by the new and improved speed ability. My terror stars could only move one square per turn :( So much for my plan of using a fleet of 4 terror stars 'armed' to the teeth with party palaces...

6 Replies 391 Views

It would be nice if there were some way to see what kind of bonuses/penalties a planet has. For example, one of the events allows the player to get a +ship construction bonus (by this I mean the bonus to quality and not rate). But because events aren't listed, I have no in-game method of checking to see which planet has that bonus. It also becomes quite a bit of a hassle to find out what planets have what bonuses because I have to go into the details screen, check what facilities have

689 Replies 30,174 Views

Game mechanics: The only game mechanic which I've found I really have to keep in mind and understand is "How many credits is X worth?". Practically everything you do in the game is somehow related to credits, so the more you have, can generate, the better. Scouting: I've played on large maps since day 1, and haven't really seen the need to scout. The reason being because I have a crapload of colonizers being churned out. They double up as scout ships. Plus the occasional 'hunks of

29 Replies 1,509 Views

I was like Ironhawk here except now that the Speed trait's been tweaked, I'm becoming partial to that ability. With +2 extra movement, +1 range, 100% spending, 100% military production, I can colonize everything in sight without breaking a sweat. Every planet I colonize makes me stronger, and my opponents weaker :D It'll also come in handy at Genius level where the AI can make better use of planets than you can. Gov't is Federalists of course. I tend to devote 100% to a sing

7 Replies 327 Views

With your example, the way I look at it is the War Party bonus is useful only when you're at war, which at least in my case is very rarely. On the other hand, the Technologist bonus comes in handy throughout the game regardless of the victory condition you're aiming for. Bonus vs Penalty: Even with my luck, I've never lost control of the senate for more than 2 turns, so I'm not sure the potential penalties outweigh the bonuses.

14 Replies 854 Views

I prefer 100% spending, 100% military production. Colonizers get cranked out generally in about 3-4 turns. The pace can be maintained for a significant amount of time (about 2 years or so I believe), with very little economic penalty. When I use the +speed trait, even though the AI knows where the yellow planets are, I can see where their colonizers are headed, and beat em to their destination :D I loved leaving the Torians with only 1 star system to colonize LOL ~SDC~

3 Replies 288 Views

I'm just interested in finding out what race set-up people find most effective, and hopefully improving my own design. Here's the set-up I tend to favor now: Political Party - Federalists +20% Econ Ability 1 - +15% planet quality for 9 points. Makes my good planets better, allows me to colonize class 14 planets as class 16 right off the bat, and strengthens my econ. Ability 2 - +25% research for 1 point (creativity trait). Tech is always good, and it's IMO the best

1 Replies 104 Views

Potentially very spoilerish, so don't read if you want to discover all the events by yourself. - Engineers developing wormhole generators simply by watching re-runs of Deep Space Nine - Drengin saying "I hope you brought chocolates today". Just seemed very un-Drenginish. - The reference to Microsoft's incompetence in one of the comp tech descriptions - The capturing pets using capture balls (?) event. I loved the evil option. "No way. I've got 80 out of 127 of em" (or so

11 Replies 510 Views

Well when I got the Final Frontier tech, I just had to click end turn, and the victory screen started. By the way, have you researched all the other techs in the game? I'm not sure if it has an effect, but when I had completed the Final Frontier tech, I had also finished researching all the other techs as well...

12 Replies 814 Views

Do you know where the Torian systems are? Whenever alien races gift you ships, they're usually found near whatever planets those ships happened to be around. Also if you bring up the ship panel or whatever it's called, you can find a complete list of ships under your command. Double clicking on one of em should allow you to focus on the ship.

2 Replies 201 Views

Doh. Are you serious about purchased trade goods having no effect? Crap >:( I think that's Tri-strontium steel, and I believe the effect was it would improve the HP of your ships by about 10%

4 Replies 297 Views

(I play on large maps, tight clusters, common by the way) In my case I go with 100% military spending for colony ships and constructors to claim as much land as I can. Then it's 100% research (unless the tech is easy to research), universal translators (for tech trades and banking centers), followed by basic environment control (for habitat improvement), followed by the techs that lead up to the Galactic Stock Exchange wonder (which also includes Economic Exchange Centers). Once that

14 Replies 993 Views

Very very small request, but when I choose to play a female leader of humanity I'd appreciate it if I would no longer be called 'him', 'Lord', 'Emperor', etc. When a planet is colonized, it seems as though a lot of times I'll get the same events in a row. For example, when I colonize planet A, I run into under water domes. The same happens when I colonize planet B next month. It just seems like too much of a coincidence, and jars me out of the game experience because such a coinciden

689 Replies 30,174 Views

Maybe this is just a case of 'the grass is greener on the other side', but I feel that half the time all the decisions just screw me over. I really do not want to share my tech or income with my greedy, evil, bloodthirsty Drengin neighbors when the only abilities keeping me afloat are my tech/econ advantages. If I leave the UP I don't have to obey any of their directives right? Why shouldn't I leave?

8 Replies 637 Views

I've found that in the games I've played so far, the Evil empires are pretty much guaranteed to win even though they may start out slow if I choose not to (or can not) intervene. I'm finding that the main reasons are because they're willing to ruthlessly extract tribute from races, and they have excellent combat bonuses. Also if the AI also make decisions when events take place, chances are they'll have very high bonuses in several attributes. Is this just me or has anybody else notic

7 Replies 385 Views