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Joined Member # 633260
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Just finished my first domination victory. Game setup: default alignments, all AI set to "Normal", 8x8 map with default stars/habitability. I started off in the southwest corner. I was planning on a cultural or tech victory by means of economic dominance, maybe an alliance victory, as I just don't have the go-for-the-throat instincts it takes to run a real military campaign. I spread out fast, though there weren't many good planets nearby. I encountered the Torians to the east, and

29 Replies 1,284 Views

My problem is I'm more ethical than moral. I've never made the evil choice, but I have no problems choosing the neutral position if it only affects volunteers. I also don't screw over my colonists on a planet class 15 or below with serious morale or planet-quality penalties if I can avoid it. That attitude bit me hard in my current game. Almost every choice that came up was on a class 15 with one of those two penalties, so at the end of the expansion period, my morality was all of 55

6 Replies 316 Views

My current game has already been quite rewarding, I just hope that whatever it is those people are looking for in the crystals holds off until I either win or get a little farther in tech. I'm in my second all-out war for survival (on my part, I'll take peace if offered), and this time I've got an edge. Unfortunately, of the three that I'm at war with (Arcean, Torian, Antarian), the first one is the farthest from me, and he's the one that keeps declaring war, the other two, who are my neighbor

16 Replies 592 Views

Well, my strategy seems to be working on normal so far, so here's what I do: 1) spending to 100%, social to 0%. 2) bee-line my research for trading. 3) buy a scout 4) start cranking out colony ships as fast as I can, focusing on the better planets. Don't waste time with a 14 unless it looks like it might be a key system, or it's full of size 12-14 planets, and you feel like playing Precursor Lotto. 5) when I hit a 0 balance or when I have 3 or 4 colonies, turn social ba

22 Replies 2,230 Views

ta eroq, I see what you mean by "trade product" now. It would be doable saying that project X can contain no more than Y% generic parts (or parts manufactured elsewhere and imported), and while on the surface I don't see much of an issue with that, I think that longterm it would cause problems, since I don't see it as a simple change, since the AI would have to understand it, the game would have to track the effects, and show them as well. Then the UI would have to be expanded. I don't dislik

205 Replies 14,084 Views

An odd one I came across. It seems that if you reload the game while a freighter is in motion, the freighter looses track of its point of origin. Either that or accidentally docking with a starbase did it. I had a game that I saved while all of my initial freighters were in route. When they made contact, they all chose, instead of the nice juicy starting system that had built them with a nearby starbase with a fully beefed up trade modifier, some little backwater dump that was barely inhabitt

684 Replies 29,339 Views

Frankly, I'd be perfectly happy with terror stars without the terror. Think about it. An ally is having problems, move a terror star with full Military/Social bonuses over to his system. You can even take it back when the war is over. (Only works if the UP votes for starbases to affect your allies, I think). The military package would be nice for invading a sector, but it would tip the balance from defender to attacker.

11 Replies 1,247 Views

But don't assume that just because a ship doesn't have this that it's undamaged. I've seen ships in the 10% damage range that didn't have this effect. I was assuming it was some kind of tech that I hadn't found in the tech tree, because it wasn't until my third game that I saw it on any of my own ships (I just don't have it in me to play the warrior. I'm quite content to be peaceful with anyone that doesn't either declare war or demand large amounts of "protection money.")

6 Replies 338 Views

I'm on "Normal." I'm not saying that the AIs aren't resource mongers, I'm saying that I saw it coming and got constructors into place so that when the starbase fell, I was 3 to 4 times closer than the AI constructors. My suggestion isn't to make the AI go after resources more agressively, just anticipate that if it destroys a starbase on a resource, there will be a race for that resource, and it should get a head start seeing as it knows what it is planning.

4 Replies 153 Views

Oh, I have fun loosing (in a grouchy sort of way), when I can say that I lost because of my own failure (including that I didn't thouroughly check out all the parts on my car before doing a 150 lap race). This just felt totally out of my control, so it wasn't me that lost, it was as if all of a sudden, just as I've finished beating off a savage offense in chess, the ref comes over, flips a coin, and says "You loose." Now that this event has been toned down from what I understand, I don't have

39 Replies 1,969 Views

Right, some of the techs are fairly high up in the tech tree, but it shouldn't take too long to reach 5 routes if you make sure you do your research there, rather than focusing entirely on other areas. According to JavaScout's web site (thanks again!) They are: Trade (you know that one) Advanced Trade Xeno Trade Persuasion Cultural Trade Xeno Intimidation Trade Organizations Smuggling Conglomerates Benevolence Xeno Brain Washing Hyper Trade 4

3 Replies 201 Views

My understanding is that the AI is getting a better estimate of the value of the techs. The AI at the hardest level has always considered this, but the lower levels didn't consider it as much. This has been extended so that the lowere levels take the value of the tech more into account. But I could be mistaken.

28 Replies 1,595 Views

ta eroq, my only gripe with just not spending the money (it's been suggested as an option) is that if I have one planet producing a wonder that I consider to be important and 15 planets that aren't building anything in the social queue, but they all have something in the military queue, I have to set aside 16 times the social production that I'm actually going to use. I won't be spending the money, but even if I'm financing my production to 100%, I'm still giving up much more than I'm using for

205 Replies 14,084 Views

This may be different on higher levels, but so far it's proven true on "Normal." When the AI is beating on a starbase that it expects to destroy (I'm not talking about hitting a starbase with 80 HP left with a battlecruiser), it should bring a constructor along, or have one not too far off. One reason I'm doing well in my current game is because the Drengin and the Torians are in a war, and they're both my neighbors. I'm playing ethical ferengi, staying out of the wars as bes

4 Replies 153 Views

I always buy a scout right off, they're cheap. I use the rest of my initial treasury to keep my production funded at 100%, which keeps the colony ships and constructors coming fast enough. I'm usually lagging a bit behind the computer on expansion, but I catch up when their leases start dragging them down. This is on "Normal" with an 8x8 map.

7 Replies 608 Views