Airwreck

Airwreck

Joined Member # 624635
0 Posts 2 Replies 215 Reputation

Think of the Death Star from Star Wars. Assuming no bugs, it moves one space a turn. Use it to destroy entire systems to cripple another civilization's economy if you don't have the ground forces to liberate it. Some will build a few Terror Stars and declare war once they are next to their targets. Another possibility is to make them moving cultural centers to try and get planets to defect. Realize again that they only move 1 space a turn.

28 Replies 689 Views

PQ 5% is worth 3 points. 7% isn't. I tend to scatter the other 7 depending on my fancy. In this game, PQ is everything. I recall a previous post stating Universalist and Ability luck don't seem to be additive. I take War Party for the 50% HP boost. Need the more resistant stations to block attackers in the early game since I don't usually start building my fleet until reaching battleships.

23 Replies 618 Views

Somehow including a "holder" to a specific item's benefit would be nice too. Good place for a hyperlink. I believe that was how Civ 3 operated. Would like to avoid this situation if possible. Not everyone will always recall the specific ingame benefits of trading for their own CariElf. True. How to determine a price for someone so intelligent, helpful, and pleasing to the eye, but dammit... how much does she improve my empire's morale? [Message Edited]

8 Replies 258 Views

[quote]How long did you play before you were able to conquer on the difficult levels?[/quote] It took about a month for me to evolve to having a reasonable chance at Crippling. Realize. I'm one of those players who used to play alot of Heroes of MoM, Civilization, Master of Orion, and Alpha Centauri games/expansions. You'll also notice that several players have map preferences. Those playing Maso usually are tiny maps to reduce the computer statistical advantages. I prefer

3 Replies 105 Views

It would be nice if you could easily tell what trade goods are in your possession either by your own manufacturing or trade. The only quick way right now is to see what is or isn't being offered under Diplomacy. Or, am I missing something?

15 Replies 312 Views

I've been able to get an alliance victory with 3 races left where I was already allied to one. Just had to give stuff to the other until they became Close. Trade alone wouldn't do it. Planets are important if you go for military, but resources should not be forgotten. Take out morale, economics, and military all at once. You should have a good idea if you can win a war based on current technology and military. If it doesn't look winnable, donate some stuff to them and go fo

12 Replies 337 Views

In order to neutralize the alliance, you will have to ally with one of them and then get into a war with other. That I know works. How the party allied to both of you decides who to join is not yet clear to me based on the various posts I've read and my own games. Is it initial aggressor? How much trade? Can't tell yet.

5 Replies 2,347 Views

[quote]Current Military & Social production is not reset. That causes an intersting thing to happen. I had battleship as my latest technology, invaded the planet, colonized it and discovered that unless I change production it will be producing dreadnoughts.[/quote] This has been true every since I played the game and I'm always running the most recent non-beta patch. More commentary regarding this. If I recall correctly, you can keep building more as long as you do not chang

7 Replies 219 Views

Exterminated April 2185. Metaverse score would have been 84. One key observation is that the computer opponents all seemed to have some type of PQ ability which gets magnified with the Abundant setting. Meanwhile, I wasted resources I shouldn't have on PQ 14 planets. Doubt that tipped the balance of my starfighters to their battleships. I actually don't use a tech tree when I play. That might have helped a bit more so that I could have built a better navy sooner. Not that it would

17 Replies 341 Views

I agree with Mark. Key is to adjust your spending levels and how you allocate the funds. Just setting spending to 100% and military to 60% on the first turn should give you a colony ship in say 5 turns. That translates into just 20 turns for a constructor. Another thing to ponder is look at the spending level circle in the lower left corner of the screen to see how much you are spending compared to the other civilizations. Hate to tell you this, but I doubt the game is che

31 Replies 815 Views

Running 1.03A.057 My combat transport icons are missing. There still exist. However, they seem to be invisible. First time this has ever happened. I saved the game and reloaded it. Still can't see 'em.

633 Replies 22,892 Views

Just won an Alliance victory last night (5/2/03) with the most recent SDC patch. Last playable turn only my allies the Torians and the warm/friendly Arceans remained. Gave the Arceans enough technology to get those to close and made an alliance. Culture percentage was still 93% and I hit end turn... Alliance win screen and culture win text.

17 Replies 462 Views

Finally found this myself... Don't think it is explained in the manual. If you click on a ship, you will notice its stats along the bottom screen near the I button. Now. Click on the name. Voila.

7 Replies 314 Views