Cataleptic

Cataleptic

Joined Member # 632804
0 Posts 2 Replies 73 Reputation

My current kickoff is to set spending to 100/0/0 at 100%, taxes to 50% and crank out a scout then colony ships non-stop for about 3 years. I put 150-200M in each ship coming out of Sol. When they colonise a world, I set *that* world to making a scout, then colony ships with 50-60M in them. When *those* ships colonise a world, I set them on making constructors and try to tag as many resources as possible. Once I'm done colonising and have a few constructors spare, I chuck spending over to 0/50/50

107 Replies 2,257 Views

I don't think you could pull off a trick like that anymore without having at least a couple of fully exploited influence resources plus the usual gadgets like the Restaurant That Isn't At The End Of The Universe, The Book That Isn't The Hitchhiker's Guide and the Binford Distributor 9000. Cultural Domination no longer seems to be what happens when you're making other plans. ~SDC~

14 Replies 373 Views

I'm not sure that info is up to date, as the 1.03 readme says that it's easier to get more population now. Also note that the empire-wide morale stat is a boost applied to specific projects. If your empire has +20% morale and you build an entertainment network, the planet gets +24% added to its morale... this means that in the late-game, even medical centers can give a solid morale bonus. Actually, as far as mechanics is concerned, there's no point in thinking of planetary morale as a p

79 Replies 33,201 Views

The point is that not only do you not get the second item, it disappears from your build-list, so you will *never* get it. I don't really see a problem with being able to buy multiple things at once... it's *expensive* is all. ~SDC~

34 Replies 1,352 Views

I presume the minor race in question had only one planet? Perhaps they bought one and built the other... I just found a bigass bug :) If you buy Soil Enhancement and Entertainment Network in the same turn, they both vanish from the list, but only one shows up on the projects list. The other remains absent, and cannot be built. The same goes if you buy something, and something else gets completed in the same turn. ~SDC~

34 Replies 1,352 Views

It's worked quite well in my last two games... both 1.03/Genius. I do rush-build as many of the culture-boosting wonders as I can, and my build-order is dramatically different. In my last game, I was planning on an alliance victory but about halfway through the game I had found and tagged so many influence resources, the little voice in my head become irresistable... I think I had about +450% influence by the time my plans came to fruition :) I'm rapidly becoming convinced that

14 Replies 373 Views

But I *do* like culture bombs... I just feel a so *dirty* when I use them :) Besides which, sooner or later the AI is going to be given enough smarts to use them itself. Currently, if the AI decides to gun for a culture victory, it seems content to go for a galaxy-wide push, rather than use it's boosted influence aggressively. Imagine how *you'd* feel if your major trading partner (or ally!) plopped a fully-loaded culture SB right next to one of your sectors. I don't think ther

14 Replies 373 Views

I guess if SSNs were dirt-cheap, they wouldn't impact gameplay that much, if they were expensive, they would penalise smaller empires. I also think that linear maintenance costs would amplify the dominance of a powerful empire without really helping smaller ones (which I guess is why the 1.7 solution appeared :) ) Regardless of anything else, it seems we're agreed that resource bases (and/or their extraction modules) should be exempt from any SB-limiting tactics, to keep things

94 Replies 2,918 Views

Currently, the AI only objects to bombs in sectors where it has colonies, and it's only available response is to demand a handover... it seems completely oblivious to bombs in adjacent sectors. Also, it doesn't seem to mind at all as it watches its planets flipping one after the other. I think perhaps the game needs some tweaks to help the AI (and the player, if the AI ever gets it into its head to try the same tactic)... Firstly, I think there should be a minimum of at least 4

14 Replies 373 Views

Bear in mind that Gigantic/Common maps have 240(give or take... err... a bunch) good planets, and the max population per planet is capped at 100b. In the last few games I've had, my research and culture-bombing efforts tend to converge at around 2210 (about 380 turns) and around 8 trillion minions (so much skin, so little time). I cheesed out a (non-submitted) game to around 20 trillion by belting the end-turn button ad nauseam, but I really don't think you could get more than about 12

5 Replies 521 Views

The 1.7 method, although it looks like it would probably work quite well, is possibly just a *teeny* bit counter-intuitive :) I think we need to be clear about what sort of behaviour is being discouraged here. Mass-conversion via culturebase spamming wouldn't be very different, just more time-consuming... you just bomb the target cluster, wait for conversion, dismantle all (but 1?) base and move on. Do we want to punish those who build many small bases (i.e. the AI :), or a few large on

94 Replies 2,918 Views

It's probably cheaper to just build a warship and two (battle)transports at each system and keep them parked in orbit, and keep a home defense fleet hovering around. Remember that a) When a planet defects, it de-orbits any ships first b) When a transporter is automatically de-orbited, it loads up some troops first. Between those two factors, you get an assault ship, plus two transports (probably fully loaded for major planets) sitting right outside every defected plane

18 Replies 765 Views

Sure, it may be minor cheese (and I really don't think so), but as I've already pointed out, even a minor PQ or project hit from a failed invasion would be infinitely more abusable Remember that the effect of the tactic has nothing to do with the number of invading troops. If a failed attack using 1M troops + core detonation dropped PQ by a mere 5% (nevermind the full 20%), a simple rinse and repeat would completely tank the morale of your enemy's core world, at minimal cost to you. The

10 Replies 434 Views

That's a good point. There are also some other unknowns there. Does the blackmail logline also display any techs that were extorted? (in my experience, the AI *frequently* blackmails for cash+tech) Is it certain that tech-for-tech trades show up? Are there loglines that affect the Arceans, but don't mention them by name? What about the tech-swapping UP event? *shrug* As Brad and others have already pointed out, when the AI gets accused of cheating, it's invariably beca

20 Replies 479 Views

Absolutely :) The minors are particularly generous in this regard, as they often have copious amounts of money, and often end up at war with the more agressive majors. ~SDC~

9 Replies 227 Views

Heh. In the last game I won (Gigantic/Crippling, 8000mpt), I think I built maybe a dreadnaught or two and an overlord... all by accident, and I decommisioned them immediately (had no use for them). Other than that, I only built constructors, freighters and colony ships. Had +70% pop growth, and (I think) +20% diplo. I started out in a good sized cluster all to myself, sitting, as it turned out, between the Tor, the Arceans and the Altarians. Once the planet-rush had finished, we all had

25 Replies 492 Views

Auto-attack is a bit borked currently, in that if a ship's current target vanishes, you have to nudge it to get it going again, which is a minor PITA. It can be useful just giving a few ships the AA order and letting them run around cleaning up drones and minis. You mean like an anti-matter missle, only with 1Att/100Def?... could be fun. ~SDC~

2 Replies 166 Views