Def Zep

Def Zep

Joined Member # 633495
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#9 01Anxiety, It's a popup that notifies you regarding certain AI events that your agents have infiltrated. Usually things like "AI empire %!% has declared war on _____" or "AI empire %!% is destabilizing _____". You can obtain these reports by funding espionage and reaching a minimum investment of ~1000gc's. ~SDC~

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Brad, I'm running on a P4 2GHz (over-FSBclocked to 2.2)...all slowdown problems I have personally encountered are attributable to RAM limitations. When I moved to 512MB (by closing background app's, concurrent threads, etc.), performance immediately improved, especially on Large/Huge maps. I am looking forward to your AI changes. The Arceans have always been relatively low on the "threat indicator" in my game, usually being more passive than the Drengin, and less bellicose than

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#5 Jubala, It's an inside joke between me and Fist of John. Jeff's a very helpful, good-natured guy who posts a lot on the alt. NG's. He started a thread on Angelina Jolie that ... well, took off in some unintended directions. :) (I'm not going to say who took it off in those directions...but hey, "I didn't do it and nobody saw me!") ;) ~SDC~

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DG, When you build a TR, it will stay in orbit (unloaded) in its home system. If you click on its star, there will be a sidebar panel on the right showing its planets and, at the bottom, a small box with all the ships in orbit. Click on the TR and you can load it. The load panel will default to 50% of the system's population, or 50% of the TR's capacity, whichever is less. (This is what will be embarked should you auto-launch ships upon completion from the planetary screen.) Yo

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Huzurdaddi, I am playing two different games now, and I am trying both strategies. One thing I like about the listing I have posted is, it produces a very good manufacturing base of 4-6 planets, all with +PP, +Econ, +Research and +Morale improvements when my initial treasury is spent and I must readjust my spending and tax rate. This gives me lots of options when I encounter an AI ... I can pursue the Comm path and develop trade and diplomacy, or I can research the Military/Engine techs

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Brian, I think that's a good starting lineup. One change I have implemented is, to research and produce manufacturing-type improvements first (see my and Galactic NoNo's threads on early strategy, the latter of which is linked in #10 above). Generally, I go: 1. Fusion Power Plant (50pp's vs. 100pp's for the Mfg Ctr) 2. Manufacturing Center 3. Soil Enrichment (+PQ) 4. Banking Center (+20 Econ) 5. Research Lab (+25 Research) 6. Habitat Improvement (+P

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Bobcito: Do not feel too bad about asking this question. I too missed it when I was first playing the game, and a number of early posts asked the very same thing. That's how I found out! Another thing which is not immediately apparent is how to colonize additional inhabitable planets in a system you have already settled. When you produce a colony ship "in-system", you do not have to "leave orbit" and exit it/re-enter, etc. Instead, you can simply load up the number of colonists

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Hi Aerain, Stuff like this happened to me my first few games, too (playing Tiny/Small maps with 2-3 AI's to learn the game). What I found was, my opponents had a better HP capability than me. They usually took +50% HP's for their racial traits, and built shipyards, etc. before they began producing their war fleets. (Whereas I focused on morale/PQ/economic improvements and let my ship-infrastructure wait). They also were better at harvesting military resouces than me, w

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Huzudaddi, Some excellent thoughts in your reply. I consider myself a novice, and am just now experimenting with the "speed" approach and setting sliders at 100/0/0. I agree that it is very powerful on a Large or Huge sized map. I concur with Baerd and Phaedyme re: Stellar Cartography. Although useful, it is not critical...and thru judicious employment of scouts (which are very cheap, very fast "1-turn" units) you can circumvent many of the problems not having SC can pose. I us

26 Replies 1,899 Views

Aerain, James is right - when you add a defensive module increasing HP's on a SB, it raises the maximum HP's allowed. The SB will slowly build-up to this maximum over time, depending on your repair rate %. The higher this rate, the quicker the SB will reach its new HP capacity. All vessels including SB's repair themselves automatically each time. The # of HP's they regenerate is directly tied to your Imperial Repair % bonus. You can see your repair% on the stats screen under th

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Jerry, Espionage/Destabilization are both long-term strategies that take many turns of constant funding to develop, and can deliver powerful advantages mid- to late-game. Espionage infiltration takes an investment of ca. 1000gc's per level to obtain. (Cost is adjusted by your espionage bonus %.) Each level provides two benefits: (a) increasingly accurate information on an AI Empire's spending and economy; (b) protection from various events instigated by AI spending aginst your

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Jimmy, I have found each of the Parties has its own advantages which kick in at certain times, usually dependent on the starting conditions. For example, the Federalists are my overall favorite, with (as you stated) their +20% Econ bonus being at all times useful. But the Populists are also strong, especially with PQ+15 - their morale bonus combined with this trait makes class 14 planets equally good to standard class 15's, and even class 12 planets are rendered colonizable. You can mak

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Skaella, Phaedyme gaives excellent advice here. My recommendations (if you want further ideas): 1) I do a simple cost benefit analysis ... For any building above 1gc maintenance, I seek a bonus which, at 50% spending and 33/34/33 sliders, will yield a +1 production point (PP) increase in its respective category, or which adds at least +10% to my overall Imperial abilities on the Domestic Stats screen, per GC I am spending. (IE, for a 3gc per turn building, I want a 3pp or +30%[

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I was inspired by Galactic NoNo's excellent post ("NoNo's starting research and queue lists, 4/19/03") to give my own recommendations on a start strategy for the benefit of novices like myself. This strategy was developed on large/huge maps, but I feel it is appropriate for medium as well. (Small and Tiny may require adjustment, eg, since distance is not such a factor, speed-type techs may wait if enough colonizable systems are in immediate reach.) RESEARCH 1. In

26 Replies 1,899 Views

Mark, Low population will be the least of your worries in this game. But if you really want high population growth: 1. You can buy rate increases as a trait bonus during game set-up; 2. Pop growth is tied to Morale. Building any morale-increasing social improvement will raise the number of people who can live on a planet before reductions due to overpopulation occur. Thus, in effect, +Morale = +Population; 3. Pop growth is also tied to PQ. Soil Enhancers, etc.

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DeafHawk, I too rarely build News Networks (although I will in those sectors which begin to be greatly over-influenced [+100 or more] against me). I believe the 10% resistance factor is either: (a) a "+1 DRM" to the morale check (to see if a planet stays or revolts); or (b) a cost-multiple which forces the AI to spend more money to destablizie, or reduces the effects of its current expenditures by that amount. Perhaps one of the BT's could clarify? ~SDC~

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re #23 AGM, I have not observed any link between espionage/destabilization and the recession random event. It appears the length of the recession is set at the beginning, when the event is first generated by the randomizer. I have had this event occur three times, and the recession ended under completely different circumstances each time, i.e., it did not seem to be tied to anything I myself did to rebalance my economy. ~SDC~

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Brad, I like the ideas you express here on SB's. I appreciate very much the thought and effort you are putting into improving the game. Re #13, limits can indeed be arbitrary. However, per Occam's Razor, I too am in favor of a hard limit per sector. A rationale can be the same as that of Doom Stars in the SW universe. Authors such as Michael Stackpole have posited the following logic: "Can the Empire build a Doom Star anywhere (i.e., in any given, secure secto

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BTW on #19, Mentioning Sencho is a compliment...he does an excellent job moderating IGMOO. (I used to mod Genie, and I know how difficult it is to strike the right balance. He does a very good job, imho). "Please don't AIM me, I'm only the shooter." ~SDC~

25 Replies 1,131 Views