I'll always grab the zero-maintenance (or low maintenance with econ boost) social projects on all planets, and the Manufacturing center/Research lab on any decent planet, and major shipyard/manufacturing projects on one or two core worlds, but other than that, I only build what I need, for exactly this reason. Ship quality bonus isn't that important on most of my colonies. I've usually got a small set of high-production colonies that are maxed out for production and ship quality, and t
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Correct. I even started seeing them pop up at 16 instead of 15, but I think by that point I might have picked up another 10% bonus from tech. I can't say that this will be my favorite trait pick, but it's bound to be up there. The next combination I think I'll try is a speed bonus combined with Military production bonus (I've tried various econ/trading plans, but I think I need to develop my military ability).
For those that haven't tried it, the +15% PQ trait turns a Class 14 planet into a Class 16 planet as soon as you land, and a Class 13 planet with Soil Enrichment also turns into a Class 16 planet. Even a Class 12 with Soil Enrichment turns into a Class 15 planet. Because of this, on a 12x12 map I played over the last two days, I just about never stopped colonizing, because systems that the AI couldn't use were perfectly acceptable to me. Last night in the game I was playing I
Oops, should have been more specific, if you abandon and destroy the colony, the rest of the system will still be yours. However, as long as you don't have a colony on that planet, you're fine. Had a game where I had that happen in the middle of a war, with the only planet I had left in the primary sector of the war. I pulled out and the Torians settled that planet, and nothing happened until it culturally flipped back to me after the war ended. By that time I had secured the sector, so had
don't come back until you have a transport or two nearby. Note: The dreadlord event doesn't trigger while someone else owns the colony, just while you do, from what I've seen.
Other than the cheat comment, the only thing he missed was "Ctrl-N" which isn't documented anywhere but here, so if anyone is talking to him, you might want to pass that on as well.
26 is supposed to be the best natural occuring PQ, so I suspect that one of the AI races triggered the Precursor artifact that raises all uncolonized planets by X levels within Y parsects of planet Z.
TheRealChronus, I've been saying that I don't want to transfer production between planets, just the money financing the production, but a few people are so stuck on that point that they don't see the difference. I just want a solution, and at this point just about any solution. My current game has a bunch of planets that aren't building anything in the social queues, but I almost always have one or two planets working on wonders or trade goods. My current choice is 1) to loose the rac
No, combat is one on one, usually but not always to the death of one of the two ships involved. As an important note, especially if you have a decent but not outrageous advantage over your opponent, you always want to have two or more ships of your highest defense rating in a stack. Why? I think, but can't prove, that if you have multiple ships with the same defense rating, it uses the one with the most HP. Now, if you've got one dreadnought that has a slightly better defense than
Shoujo, agreed, I'd love to be able to make terror stars without the terror :) Especially if it got me around the UP Terror star restrictions. The one time I didn't want it to pass, it did!
Shoujo, sweat it not, drop Soil Enhancement on top of that, and it goes all the way to 16 :) In fact, if you can afford to buy Soil Enhancement (700bc, if I remember correctly), a Class 12 goes straight to 15. Not sure I'm going to keep playing this way, but it will be fun to find out how well it works. I'll be expanding long after the other races are packed in tightly :)
Just the fact that if I've been looking at a neutral interface for a while, and it turns good, I find myself looking for buttons that, while they're in the same place, don't look the same, and that throws me. If it were just a matter of the color change, that wouldn't be bad, but the button bitmaps themselves change.
How about an option to find out what the UP resolution coming up is, so that if it's important to me, I can buy some influence from someone. Or one step farther, have a diplomacy trade option of "vote X in the upcoming resolution." That shouldn't be too hard from a UI interface point of view, but I don't know how much AI work it will take to let the AI evaluate how much voting certain ways are worth.
I want the ability to give trade goods for a specific period of time, rather than indefinitely. Something like the CivIII resource trading. Oh, and if there are any trade goods or bc/turn as part of a peace agreement, it should be revoked if war is redeclared.
Shoujo, check out the planet details screen, it has most of what you're asking for.
Not corrupt, it's a RAR file, but has a .zip extension, so you need to use WinRAR or the like rather than an unzipping program.
Shoujo, nope, with the +15% PQ trait, a 13 becomes a 14 (13*1.15=14.95).:( I know because I decided to try that as my main trait in the game I started last night. Gave me *3* Class 14 or better in Sol alone :) I never colonize the first planet I find without checking the next system unless it's at least a 19 or it's obvious that there aren't any other yellow stars near. Between a Survey ship, a scout (my only purchase), and the colony ship itself, I can check out a handful of stars wi
Hey, I *LIKE* starting in the corner as long as I have an expansion path (which isn't exactly what you said). Makes it much easier to be a trade king.
If I remember correctly, boosting the production to the point that a planet is producing more than 4 times its quality rating makes the cost of the production go up very fast. See the Economy article in the Encyclopedia on this site for a more detailed description.
I've seen the Torians do it as well in a contested (through warfare) sector. They already had a starbase in that sector on a resource, but wanted more of a bonus to combat, apparently.
Agreed with rollerrocker on having a few extra freighters already in position. If you start off in a corner and build lots of trade-enhancing starbases, most of the races will come to you for new trade routes. How many trade routes you have isn't as important as how many trade routes the others have with you, since it will almost always be higher. In fact, once I reach the point that everyone wants to trade with me due to trade bonuses, I'll usually sell most of the techs that increas
The only race I've seen that seemed to break the range limitation was the Altarians as well, so it could be a racial adjustment. I know that when the Drengen started off bottled up in a corner, they stayed there until they managed to conquer a minor race. Second, you've been missinformed, Asharak. The AI does not know where the good planets are. It only knows where the good stars are, it has to scout for planets just like you or me. Finally, I'll second the vote on the AI no
Forgot to point out, if you have such an area, the AI isn't stupid, it will send freighters your way to benefit from that.
Biffman, if you dump enough trade-boosting starbases in a small area, and noone is in a position to trade through you to someone else, you most certainly can be best trading partners with everyone. In fact, that's one really good part of getting a starting position in the corner. I've been told that I was as much as 45% of all trade in the galaxy, and given that the people I was trading with made up another 45%, that left 10% of the total trade that I wasn't at one end or the other :) Of cour
Hey, I'm not an Ensign anymore :) After all that typing, I'd expect a promotion! ;)