exactly the same way as you would an unsettled planet. cheers h
Horatio
you are correct, population has little DIRECT effect on production... BUT the higher your population, the more income you receive in taxes, allowing you to increase your spend rate, which in turn boosts your production. BUT if your population gets too high, morale tanks, which reduces production. so it's a matter of balance. cheers h
Za H, you can get the HP bonus from other sources, like tech. cheers h
so what would be the point of the "espionage" ability? does it do anything? perhaps it's tied to the occasional espionage related random events? does it increase the effect of destab? cheers h
not having to go online to see your past scores would be nice, i agree. cheers h
Raychua, i won via culture in both those games because i was too impatient to win militarily or via science. i only start "culture bombing" *after* my dominance has been established, not as a tactic to achieve dominance. i would argue that a military victory on masochist would be more tedious than anything, since the tactical AI is not great and does not exploit military resources very well you'd just end up crushing wave after wave of enemy ships while sacrificing half your po
brad, i'm glad that you seem dedicated to improving the AI. while most people seem to be enjoying the level of challenge presented in the game, i'm part of that small but annoying minority who finds the game too easy. i purchased the game thinking i would have absolutely NO chance of winning on the highest levels ( after hearing all the "hype", which by it's nature is exaggerated, about the amazing AI ), and ended up winning on "masochistic" in my fifth or sixth game. <br
i've had the Yor go from chaotic evil->neutral. but that could've been a bug for all i know. cheers h
1. http://webpages.charter.net/trevorpowdrell/ 2. gravity accelerators (actually a trade good, which are like wonders but better). cheers h
so i guess this would be an "undocumented feature"? :p cheers h
i had 10 trade routes and then researched "near omniscience", which should add another route, but nothing happened. anyone else experience this? cheers h
here's mine: 1. Communication Theory 2. Universal translator 3. Diplomacy 4. Trade 5. Propulsion Theory 5. Artificial Gravity 6. Controlled Gravity controlled gravity lets you build/lease "gravity accelerators" which give you +2 speed. they can also be sold/traded to minor civs (and if you're confident, any weak major civ) for HUGE amounts of cash and tech. you need to send out scouts to find those minor civs for this approach to work. trade go
in my experience, AI ships *always* disappear when they leave sensor range, regardless of whether anyone has discovered cloaking tech. are we playing the same game here? cheers h
is cloaking even implemented? i've never seen the AI attack anything but the closest colony in any case. cheers h
hopefully soon... i mean, i think it's a great game, but i'm gonna wait until the military/starbase AI is significantly improved before starting a new map. as it stands i find it too easy, even on the highest levels ( this is without using any "cheesy" tactics like planet flipping, scout blockades or even picking the +15% PQ bonus ). cheers h
not a big deal in any case. those altarians are a pretty eccentric bunch. amusingly, they would've immediately accepted a peace deal (and given me come cash) but i decided to crush them instead. cheers h
i suppose...but their military was rated "weak" and their economy "weakest", so they weren't exactly going to be doing any wiping. cheers h
can you imagine having an empire wide +68% PQ bonus? whoever had the resource would win. period. that's probably why they removed it. cheers h
in my current game the altarians economy was based 37% on trade with me and 6% with the fundamentialists. i was at war with the fundies because they had taken over several systems when they appeared ( my alignment was eeeeeeeevil). so the Altarians declare war on ME to "protect their economy" when in fact they're doing the opposite. they just lost 37% of their economy to "protect" 6%. i expect a little more from "incredible" AI... :p cheers h
brad, i REALLY like your "logistics" idea. treating starbases just like trade routes would be great. it would be a whole new strategic element. cheers h
i strongly believe that the AI never cheats and that any weird occurences like you described can be explained through tech trading and leasing. however, the thing that concerns me about this is the whole "AI does weird things on reload" effect. it seems that when you reload, a whole bunch of variables are not initialized properly ( influence being the obvious one ), leading to odd AI behaviour. cheers h
brad, i'm not sure what the best approach would be, but i believe the end result should be that the player should gain little benefit from having more than 2 or 3 production enhancing SBs in a sector. on a related note, i think that military SBs should be limited in the kind of bonus they give to speed or attack. perhaps a +100% or +200% limit. or perhaps a hard limit to the # of SBs in a sector would be the best approach. probably the easiest to implement as well.<br
AFAIK minor AIs cannot colonize outside their sector. this is what makes them "minor AIs". otherwise they'd be identical to the major AIs. cheers h
IIRC, one the stardock folks mentioned that the "trade embargo" feature, which was available in the betas, was removed from the release build due to general bugginess. cheers h
JD, i always pick +1 speed at the start ( which should probably cost more points as it's so darn useful ) and make a beeline for gravity accelerators, so my battlehammers are generally faster than AI frigates anyway. in any case, i rarely bother building a fleet until an AI declares war on me, since it's just a matter of switching constructor->battlehammer, which results in a fairly large fleet by the time the AI gets anywhere near my colonies. i may build a couple starfighter