Sure, for example Smuggling is a nice extra tech for Evil empires and having more events makes for less repetition when playing long games.
Alf Melin
Destroy their fleet and mass some ships around their homeworld, they'll then be willing to negotiate.
Just underneat the "Launch Ship" button in the planet view there's an empty space that would be *perfect* for a "Launch ALL Ships" button. It would be good for those times when you need to launch large numbers of ships (quite often on Gigantic).
I think I'll skip trying that on Gigantic LOL
The point I was making about Military bonus is that it is not taken into account separately so if you have a very small standing fleet the AI will underestimate your military potential.
Sum of all scores divided by root of number of games played. Playing evil allows you to go for some event choices that increase PQ, which may help final score. Good has it's own advantages though.
Yes, Smuggling definitely works.
I normally stick to zero as a garrison. If I have 30 planets each producing a Constructor, let's say 2-3 Constructors per turn across my empire, then I can at will switch that production to military vessels and increase military spend at the same time. As long as I have some cash reserves I can purchase ships at key spots. This way, when I am DOW'ed by somebody then by next turn I can have say 6 ships in the 120-150 cost range, more if I switch to cheaper ships (fighters, corvettes) and
Fighter craft are almost useless against capital ships under normal circumstances, ie they will at best inflict a few points of damage. There is no advantage in stacks. Fighers are however quite fast and can chase down and destroy a badly damaged retreating capital ship where your own capital ships might be unable to catch up. Also, it's worth to note that it takes 1 movement point to destroy any ship and fighters are dirt cheap. In the early game ships often have only 2 movement points
And it really should take Military bonus etc into account...
IIRC the Good path has morale-boosting tech (Cure for Depression). *shrug* I don't think Evil/Good is unbalanced.
Phaedyme, upkeep for constructors is $0. The other stuff you list is status quo except for starbase maintenance and an establishment cost. Do you really think that 100 bc would be prohibitive as a cost for establishing a single starbase? For most sectors, that should be the only cost. You would pay the higher cost only when trying to stack bases.
Just 18... How about 83? http://www.melachea.demon.co.uk/Constructor.jpg Also with previous patch so may be fixed in latest code.
Advanced Constructors are a great idea, also maintenance cost makes a lot of sense to me. Hard limits are not a good idea. The game also already has a 5000 bc cost for making a Terror Star, why not apply a similar logic to Starbases but with an escalating cost? Start it low (100 bc) but increase it quickly (500, 1000, 1500, 2000...) and people will have to think twice about building another starbase or risking the construction of a base without adequate defences. Justification?
A game that tries to be everything for everybody by incorporating every cool feature and idea ever dreamed up will fail. Focusing on the single-player experience was a very smart move. There is of course nothing to say that Stardock shouldn't now move on to create a *separate* game with focus on multi-player. Personally I'd love to see what Brad could achieve with a PC version of Eldritch, a PBEM game inspired by Master of Magic.
You can use propaganda to increase pop growth where it counts (ie your most popolous planets) after you've set a reasonable tax rate.
Tried it yesterday, best approach I found was a PQ bonus and a Morale bonus to allow higher taxation. Rush for planets, then resources, then tech that gives access to trade goods and buy them after a few turns work has gone into each. Even with a lot of focused effort it didn't work that great though LOL
Popup, my most recent game was Federalists (+20 Econ) with ability picks to increase Trade. Even when the "War to end all Wars" broke out and I lost all my trade routes I could fund at 100% for a *long* time afterwards ;) Once I shifted to Social build (set to 0 in the colonial phase) the focus was on improving the economy. Fusion does this directly and helps other projects along by increasing mfg capacity.
DeafHawk, the 1% repair bonus is cumulative AFAIK so if you have a sector with ten starbases then you can increase repair rates by +10 (same as some techs). This can be quite significant if you play with War Party (+50% hit points) when it takes forever to repair ships fully.
Depends on starting PQ for Earth and what ability picks you made... if you've got a PQ 22 Earth, +10 Morale then you can do the above without Soil Enhancement while collecting taxes at 75% and spending at 100%.
If DEF value exceeds ATT value, then 0.5xDEF is added to ATT. In other words, your 0/62 starbase is effectively 31/62. Good enough? ;)
Witnessed something similar on Incredible yesterday, the Drengin got Diplo Translators extremely early but had only military tech... no save game though :(
I've seen it partially complete TS before, this is the first time I came across a completed TS. Two A-M Missiles took care of that "problem" while my battleship started chewing through the constructor stack (tedious!). I've also been attack four times by stealthy Overlord ships, while the Torians keep using Core Detonation for every invasion. Interesting game, I thought it would be completed a few days ago but it's harder than expected.
Fusion first, speeds up all the others :) Then Habitat, Soil, Banking, Embassy, Research Lab, News Netw, Stock Market, Medical, Mfg Ctr. The reason for leaving Mfg Ctr late in the queue is to allow the economy-enhancing improvements to build up my economy. No point having a Mfg Ctr if you can't afford to utilise the extra build, whereas cash is always king.