Twirlip

Twirlip

Joined Member # 614460
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Population: Pop growth is tied pretty tightly to morale; e.g. below 54% it doesn't grow at all, and taxes (they don't DIE, they just hide from the government ;) ). Planet quality also proves crucial for maintaining morale, e.g. a PQ20+ world can take a large population far better than a PQ15, and anything less than PQ14 you should probably think about skipping unless you've got PQ bonuses or you need the planet for range purposes. Budget -- don't expect to keep spending at 10

7 Replies 321 Views

Starbase notes: The AI should value starbases based on how well-built-up they are, how much any associated resource helps them (in particular, military / influence / econ should probably be hard to buy), whether or not it's needed for ship range, and how easy they are for the AI to defend. If you're offering a starbase surrounded by ships belonging to one of the AI's enemies, it's not exactly a good deal; on the other hand, an empty base built merely to extend range may be valued

529 Replies 27,361 Views

I was trying out a diplomatic-monster strategy and toying with trading in 1.04.62 (huge/normal *shrug*), and found once I'd established a military big enough that the tribute requests stopped coming, I could stay at peace. I then proceeded to work as a tech broker, and found myself able to fund at 100% even without having many trade bases or bothering to boost econ resources (to my knowledge, I owned all resources in the galaxy; the ones the aliens beat me to, I bought). The pa

14 Replies 665 Views

Watch out for the I-League and certain other minors. Incidentally, as of 1.04.62, the minors were made easier to deal with diplomatically. They're cash cows if you have a very good diplomatic skill, especially early because they start with a considerable amount of BC.

3 Replies 179 Views

Kiernan -- Select planet, to the Details screen, and check the "Projects Completed" list. If memory serves, the numbers in parentheses after each item name is the per-turn maintenance cost in BC. The Cancel Project option likely destroys them, although I haven't yet tried it. You might be able to destroy soil enhancement... I seem to recall that the AI sometimes destroys *everything* if it knows that the system is going to defect, leaving you with an overcrowded extremely un

529 Replies 27,361 Views

IonMage -- You either have to invade them and take them over, or wage war on them and demand enough tribute to shut their economy down. Both will be very difficult early on, say, huge maps, because they could literally be on the other side of the galaxy. (And it IS irritating when some one-planet minor in some isolated corner literally all the way across a huge galaxy gets Aphrodisiacs, and you can't even find him to bid for it until it's the game's rather far along.)

26 Replies 764 Views

Capturing ships in space battle should be pretty difficult. After all, with the high-tech weaponry they're not going to get that close to each other. It would be interesting if space battles sometimes left behind "space junk", and perhaps sometimes gave a small amount of research points if the defeated ship had superior weapons, ship, armor, propulsion or sensors (and anything else ship-based) technology.

529 Replies 27,361 Views

They're mobile starbases with the added ability of obliterating entire star systems and any hapless defending ships. Party Palace Terror Stars are also pretty useful; packing one full of cultural improvements and then taking it on a slowwwwwww tour of the galaxy can net you systems. Their movement is only 1 parsec/turn, though, and last time I checked this was could not be boosted by other starbases.

16 Replies 614 Views

Not bug, but it's a bit goofy: if the "your emissary insulted somebody" random event shows up and causes a much weaker race to declare war on you, you can then call 'em up and demand tribute as a condition for peace. Aliens that would be willing to sue for peace should probably just lower relations to worst non-war, and possibly sever trade routes once embargos are allowed (unless that'd be fiscally suicidal because no one else would / could trade with them or their economy couldn't handle the

363 Replies 14,877 Views

*shrug* Well, technically you COULD, if you're willing to truly abuse the global treasury. You lower your spend rate until you're generating a surplus, then apply that surplus to leasing whatever it is you want to buy on individual worlds. It'll cost you quite a bit extra, 'though, unless (and possibly even then; I haven't checked how strong the Interest Rate ability actually is) you've gotten numerous "corrupt businessmen" events and made a habit of choosing the "evil" path.

5 Replies 218 Views

Not with one or two techs you can't, not even at Normal, and I was playing a maxxed-out diplomacy race (Populist, +60% or so as well, diplo translators, et al -- ended with an alliance victory with something over +200% diplo). A barely-started military-resource base, if memory serves, cost me something like 1500+ BC plus several non-trivial techs. The fact that I was Saintly and that the seller was the Drengin might have affected it, 'tho.

13 Replies 557 Views