Horatio

Horatio

Joined Member # 627766
0 Posts 0 Replies 61 Reputation

for conquest victory, evil is by far the best path. alliance and culture victories are much easier for "good" civs. tech victory could go either way. it all really depends on your style of play: if you're an "aggressive expansionary" type player, you're gonna benefit from the "evil" choices. if you're a "chill n' build" type, "good" will work much better. cheers h

6 Replies 260 Views

when i first get trade, i build a ton of freighters. i send some to nearby planets to just get some immediate cash. i send the rest to distant wealthy planets and cancel the first routes when they get there. i also leave some "parked". building "trading post" starbases will improve trade revenues significantly. by the end of my most recent game, about 75% of my economy was trade. cheers h

18 Replies 469 Views

AFAIK population stops increasing at i've never had problems with morale on anything but conquered planets. just max out propaganda, build a ton of morale improvements and grab those resources. i'm kinda surprised at all these "morale sucks" posts. i agree that destabilization is a bit of a gray area. you should be able to find out if someone is destabilizing you through espionage. cheers h

40 Replies 5,898 Views

wait, you don't lose the bonus when you trade them? are you sure? i thought they were supposed to be a monopoly item. i never traded them since i thought i'd be giving up the advantages. cheers h

25 Replies 1,089 Views

i leave military at 70-80, research at 20-30, spending at 100% until i have all reachable planets colonized, resources "claimed" and freighters on their way. researchwise, i make a beeline for "impulse drives" and then controlled gravity (for gravity accelerators - CRUCIAL) since this helps a lot with the whole "claiming resources" process. this is on medium or large maps. intelligent AI. cheers h

14 Replies 836 Views

yeah, this could get kinda silly and it does devalue "production" social projects, especially since AFAIK starbase improvements give 50% of their bonus for "free", while social improvements only give 33% for "free". BUT there are only a handful of "production" social projects ( man center, fusion plant, anti-matter, some unique ones ). other social projects are still useful. there is also a production "cap" of 10 X planet rating, which you'll probably hit after building a few industria

17 Replies 1,071 Views

either that, or it should realize when you've "stolen" a resource in that manner and demand the starbase. on a related note, the drengins (who, amazingly were at peace with everyone) once "stole" a resource after the had arceans destroyed one my bases. this was on intelligent. cheers h

4 Replies 143 Views

certain anomalies will boost the ship's stats. it's best to put it on "auto-survey" once you're no longer using it to scout. in my current game, my survey ship from the start of the game has an attack of about 33 and defense of 40 or so. it can annihilate fleets of enemy dreadnoughts. cheers h

4 Replies 266 Views

i've been using the tech trade approach to some degree in all my games so far - not to a ridiculous degree, though, mostly because i'm too lazy to constantly trade tech with all the civs. it's a good strategy, but i'm not sure it's a game breaker, especially on higher AI levels and bigger maps. cheers h

36 Replies 1,246 Views

just curious, how long does it take to play through a gigantic game? i've only been playing on medium galaxies. the thought of having to deal with hundreds of constructors travelling to dozens of starbases gives me the heeby-jeebies. cheers h

48 Replies 1,414 Views

you need to boost your approval rating - declaring war is like a mini-election. try lowering taxes and/or building morale improvements or increasing propaganda. cheers h

10 Replies 2,306 Views

olaf, IIRC resources only disappear from the minimap when another civ starts mining them. it's a good way to check if you should send a constructor. harry: i have the same problem with the metaverse. i'm gonna try disabling my pop-up blocker before submitting next time. maybe that'll help. cheers h

103 Replies 6,833 Views

regarding #3, are there any non-event type things that effect alignment? In my most recent game I ALWAYS picked the "good" option (i.e. the option with the biggest penalty) whenever there was a colonizing or a random event. but i just checked my end o' game savegame and my alignment was 55. any thoughts? cheers h

7 Replies 445 Views

1. once you've achieved "max espionage" for a race, can you drop the slider back down to zero? 2. do minor civs ( or even major civs ) trade techs with each other? i've been using minor civs to bankroll my empire by selling them techs. major civs to a lesser degree. they don't seem to... 3. Is there a separate "good" UI, or is it just the default one? and is there any way of checking your alignment? thanks in advance. cheers h

7 Replies 445 Views

hi, i just breezed through my first "real" game with "normal" AI (cultural victory, never even had to fire a shot) and i have a couple questions: 1. is their any point to maintaining espionage funding once you've reached "Maximum" penetration? 2. is there any way of displaying a list of improvements built on a planet ( mostly for conquered planets ). 3. do the Minor Civs ( who seem to get serious morale/production/economy bonuses ) trade techs with each other

0 Replies 79 Views