(oops, meant to say "plant a starbase and give that to the intended recipient that turn").
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Markus, one thing that helps is if you take one of the constructors, plant a starbase, and then hand over the dreadnoughts the next turn. Makes sure that the ships are in range, and also gives the AI an interest in that sector.
P2PFAN: 5) I've done that. I can usually keep up with AI growth a notch or two above normal. You have to split your population up, and keep morale at 100% for as long as possible. There are points in the morale curve where a little change in morale has a strong affect on how fast your rabbits multiply. 57%, 96%, and 100%, if I remember correctly, though there's probably another point in the low 60's as well. 6) It's in there. With the survey ship selected, click on the i b
Coffeedragon: The last game I finished, it was obvious what the Torians and Arceans were going for. The Torians were way out ahead of everyone on the military chart, and the Arceans were way out ahead of everyone on the influence chart. If they hadn't gone after each other, I would have lost, I'm just not sure to whom. Probably the Torians, as I can defend against culture pushes better than brute force.
My scores have tanked, because the point at which I can shift from manipulating the alien civs into leaving me alone and the point at which I can crush them is coming later in the game. This is largely because it isn't as easy to get them to leave me alone, and when they don't leave me alone, I know I'm at war. I used to joke about the drengin behaving after I swatted them on the nose with a rolled up newspaper. Now, I'm having to take a 2x4 to the Arceans on a regular basis.
Trust me, I didn't pass up an earlier win on either of those games. I've only done that once, and that was on my highest score (wanted to see how well Excaliburs did in combat so I held up my tech victory). I guess I'm playing far enough above my skill level that a quick victory just isn't going to happen.
I don't see any reason to get rid of the aliens unless they aren't interested in peaceful coexistence, so that puts me at odds with the stated goals of G.R.O.S.S. :) Besides, I've got almost twice as many Pure Good wins as all my evil wins combined. The Evil wins tend to happen when 1) I use random alignments and would be the only good civ in the galaxy and don't feel up to that challenge, or 2) get too many really tempting PQ-influencing events. O.K., I'll admit to having the occasio
Just to be clear, I meant the name of the Govenor, not the govenor selection mechanism.
Coffeedragon: Been there, I think my exact words were "They've got a Precursor Ranger! USS Hero is the only ship that we've got that can take it out, and only while we know where the Ranger is. What POSSIBLE reason could we have for letting that ship get away when it's controlled by a race that is already hostile, but we can keep in check if they don't have this ship?" This was before I found out that the Ranger's cloaking didn't do anything, and well before dreadnought tech, so my exasperat
The right-side button on the planetary details page (currently always "Done") should mirror the function of the button in the same position on the main page. I can't begin to count the number of times that I was going through the planets that built something at the start of a turn, only to accidentally hit "Done" in the details page, and then have to dig up what planets I hadn't finished through the lower right event panel. Also, maybe put the govenor on the main planet page, so I don'
Just curious. I seldom have a game last less than 20 years (240 turns), but I can't remember having one last more than 40 years yet. Oddly enough, my tiny maps tend to be on the low end of this spectrum, but not lower than the low end of my huge maps. I'd expect the first, but not the second. Anyway, now that the Metaverse is penalizing scores for long games, I'm curious as to what constitutes a long game.
chaoticspyder: 1.04 is an alpha version that is only available to drengin.net subscribers at the moment.
LDiCesare: Actually, it's population per sector, so that much at least isn't biased towards the larger maps. Also, you're penalized for taking longer, and larger maps take more time. I'll be the first to admit that I can't make heads or tails out of the scoring system, however.
The expression on my face as everyone that I was at war with, over a period of 3 turns, "foils my plans for galactic domination" by surrenduring to MY ALLY. Never had an alliance victory wrap up so fast.
Alzandrion, they're cumulative.
O.K., they disband the colony, not the planet.
Turn X: I get a popup saying that some terrorists are poisoning the atmosphere of one of my planets, and said planet will drop to PQ 10, and millions of people will die. I locate the planet, and it is already PQ 12 (PQ 10+20%), and morale has tanked. I locate the terrorist planet (hint: if you're in the heart of the empire you're terrorizing, hide better) rush-buy a combat transport at my nearest planet, and dispatch the combat transport and dreadnought. I take the planet. Turn X+1:
I ask because since the new scoring system went into place, my trivial "tiny" map alliance victory on tough, where my ally did most of the fighting scored 7 times the points of my far from trivial but peaceful "huge" map cultural victory, also on tough, and in just about the same amount of time. I can't see any reason for the point difference, unless the new scoring system doesn't like peaceful wins. In the peaceful game, the only "war" I fought was with a minor power that was poisoning a plan
Galactic Stock Exchange: You can never have too much money. Gravity Accellerators: Useful for reinforcing and for running away :) Eyes of the Universe: I would have been sacked in one game where the Torians and Altarians were sending dreadnoughts down the edge of the map (deliberately, I suspect) except that because of the Eyes, I saw them from almost two sectors away. Diplomatic Translators: It's hard enough getting a good deal without a diplomatic advantage, but mi
LDiCesare: Actually, I suspect that in 1.04 their invasions will get better, given the comments on improved fleet handling. In fact, the Arceans (set to intelligent) are already stacking transports and frigates in my 1.03A game, which was a reasonable enough defense at the time.
Definitely, Straywolf. In fact, in my current game, I've got a cluster of 9 starbases in every sector that my mini-freighters go through, and I'm funding my entire empire through those trade routes.
CariElf, thanks for the hotkey, and yes, having it either automatically go to the next target, or having an option for it to do so would make really big maps less boring in the endgame, as I tend to do the same thing, particularly with AMMs. Will Auto-Attack and Auto-Retreat work together if/when it works this way? If so, there's something CivIII does that would be nice. An option to autolaunch once a ship is completely repaired. Actually, in CivIII it just puts the repaired unit bac
Like I said, very minor cheese, not a real exploit, though it can tip a few battles. Wouldn't be a big deal at all except that in both my current games, Hero's defense is over three times it's attack rating.
lokiju, I have to agree with twirlip on this. Since there's no copy protection, you don't know that the person that you bought it from has actually stopped playing the game. If he changes his registration over to you, that would be a good sign, at least. Also, remember that you don't own the game. The person you bought it from licensed it, and unless the license is transferable, he's still the licensed individual. I don't like the way it works either, but that's the way the legal sy
moodgiesanta: Good point, there's quite a few ships that use photons as their weapons but don't require photon technology, so I think there's a missing dependancy somewhere.