Horatio

Horatio

Joined Member # 627766
0 Posts 0 Replies 61 Reputation

i agree that you shouldn't necessarily get all their techs if you conquer someone. however, i felt it was rather weird that i didn't get the trade goods, considering they were listed under the planetary improvements on the conquered planets. i guess i should try "canceling" them and rebuilding them. cheers h

6 Replies 313 Views

i had a civ surrender to me for the first time the other day ( it was strange considering it was the Torians and i was the #1 'Cruelest Civ'). it seemed odd that you don't get any technology from such an act as i knew that they had techs i didn't have at the time. also, they didn't come with ANY ships, which could've just resulted from them not having any to begin with...i'm not sure. so anyway, it would be nice if you could get at least 1 tech from the surrender, if not all the ones they have.<

6 Replies 313 Views

i agree with most of the sentiments expressed in this thread. as long as you can last through the beginning of the game, once you have battleaxe/battlehammers, you're not gonna lose any colonies unless you fall behind massively in the tech department. i don't even bother with stacking defensive SBs, i've never had the need. taking AI planets is trivially easy and the AI never escorts anything so you can gleefully slaughter all their transports, constructors and freighters. the

38 Replies 2,039 Views

resource bonuses are civilization wide. this is why you may end up fighting wars over them. note that you will get ~ 70% bonus from them with all the mining upgrades. the military and social production modules ( interstellar distributor, factories, etc. ) add to the production for any planets in the sector. like a fusion plant or manu center. cheers h

5 Replies 294 Views

couldn't they have just purchased it, you know, kinda like you did? the AI does play by the same rules after all. really though, there's been tons of threads where Stardock has come out and categorically stated that the AI DOES NOT CHEAT except for the whole "knowing where yellow stars are" thing which is mentioned in the manual and the production bonus at genius and incredible levels. cheers h

3 Replies 155 Views

you can already enable/disable the different types of player victory. it should be extended to also affect the AI. so if you're worried about an AI tech victory you should just be able to turn it off - with the price being that you can't win that way either. cheers h

18 Replies 525 Views

i agree, the AI should be able to win via tech victory. you got outplayed, plain and simple. better luck next time. but the player should get a significant warning when the AI is getting close - like when the AI starts researching near-omniscience. cheers h

18 Replies 525 Views

it does the same thing on intelligent. i've had the AI park constructors next to my starbases before if there are no resources left on the map. i've also seen the following: 1. there are 2 resources available, A and B, A is closer to both me and the AI, B is in the same direction but a little more distant. 2. computer sends constructor to A, as do I, but I beat it there and claim the resource. 3. instead of going on to B, the AI just kinda sits there for a few turns thinking dee

9 Replies 260 Views

many some kind of "diminishing returns" thing should kick in when you have more than x starbases in a sector? and/or starbases could have some kind of maintenance cost. that way it would make sense to only build a few SBs with heavy improvements, lest costs spiral out of control. i think this issue would be less significant if the AI tried using the same tactics. i've had the drengins build a lot of SBs, but it was very "unfocused", with some SBs being improved and others just sitting t

27 Replies 571 Views

the A.I. is quite challenging, even for 4X veterans. i haven't played enough to say how long it will remain challenging. but the genius level is quite difficult. the AI is also being regularly improved/patched and as such, should hopefully remain challenging for much longer than most 4X games. the support from the devs really is outstanding. i highly recommend it. i doubt you will find a 4X game to match it. cheers h

15 Replies 612 Views

it just makes trade less interesting, as it's fairly obvious by midgame which of your systems is gonna be the most profitable for the forseeable future, so you end up with X trade routes between that planet and some rich AI planet ( as i usually focus on making 1 powerful civ totally dependent on me financially ) and then line the route with trading posts. it would be more fun to force the player to have a variety of trade routes. makes for more interesting strategy IMHO. not a major i

3 Replies 158 Views

idunno, don't people enjoy learning through experience anymore? isn't that an essential part of the game? why don't you try the following: 1. try building a man. center on one planet and soil enhance on another. 2. observe which does better and adjust strategy accordingly. 3. rejoice in the fact that you've just figured something out on your own rather than having to be "spoon-fed" answers by the developers. cheers h

29 Replies 1,111 Views

biggy boy, grav accelerators give +2 squares in speed to every ship in your fleet. at least this has been the case in all my games. the percentage thing is misleading and i believe it's been switched to integer values in the most recent update. cheers h

25 Replies 1,080 Views

a starbase with all the mining modules adds ~70% in whatever resource you're mining. so yes, it's worth it. in fact, if you don't seize and defend every resource you come across you will die very quickly on the higher levels. anyone found a lifeforce resource yet? cheers h

11 Replies 602 Views