I should add that you still have to research, but you should try to avoid any tech that the AI will go for as well. Some familiarity with the AI research paths will be very helpful here.
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My current picks are: War Party +30% Economics +40% Repair +10% Morale +10% Population Growth Masochist is tough, but you can survive if you take leases on critical trade goods, wonders, and ships. This will be a heavy drain on your economy for a long time to come, but I see it as the only realistic method to get past the early expansion phase with enough juice to finish the race down the road. Trade will become a crucial supplement to your income, so y
RayChua: Was this the first minor you met? It was for me...
Isn't it annoying to see your map swallowed by the fog of war as soon as you send your ships into orbit? Why do ships in orbit turn off their sensors anyway? A simple logic check to apply ship sensor ranges if they are larger than that of the planet would be a great addition in game and save us lots of trouble.
Just out of curiosity, are the files named "CoreModules.SBMODULE" or "coremodules.sbmodule"? I've made some silly programming mistakes in the past myself, so just erring on the safe side here ;)
I'll have to retract that statement about tech values being restored I think. It turns out that only one minor civ was willing to pay me tribute for cash, and I can't figure why it was the only one doing so. I'm almost 150 turns into my current game and I have yet to convince someone else to pay me more than 10 BC for any tech.
It is practically impossible to obtain any income from tribute on higher difficulty levels now. Some of the minor civs refuse to even pay 1 BC for Dreadnought Technology in fact, and they're still running around with Battle Axes too. In contrast, you can still milk a couple hundred BC/turn from trade, even though it is not cost effective to construct starbases for trade modules. The game is a lot harder on higher difficulty levels with most planets barely affording 30 BC/turn of output.
In my experience, the first colony ship of any AI race will nearly always have unlimited range, so you just have to pray it's not being sent in your direction. Survey ships are a different matter as they often get caught up in wormholes.
I doubt the numbers are just pure luck, but they're a good sign of how the battle casualties will turn out with one exception. If you have a large number of attackers almost equal to or more than the defenders, you will receive very little losses. Other than that, casualty counts generally follow those advantage ratios I think.
The ratio of those numbers represents roughly how strong your troops are compared to your opponents. If you have a 21:6 advantage over the Drengins, then about every 6 of your soldiers will be able to kill 21 defenders. For the early parts of the game, you can generally win a battle against 5 defenders with 1 attacker, so make sure you check the target planet's population and send enough troops. Due to the high price of using non-tradiontal attacks, you are generally better off saving those for
Just to expand on that idea, how about replacing the real time data with game time instead?
How about making the save games default their names to "Year:Month" instead of "New Save Game" so we can save some typing? Just a small improvements to save us some time clicking and typing.
Blah, wrong forum... #$%@#$%
How about making the save games default their names to "Year:Month" instead of "New Save Game" so we can save some typing? Just a small improvements to save us some time clicking and typing.
Some of the social projects you can safely skip on are: - All the starship quality improvements (don't work after loading games) - All the morale improvements except Entertainment Networks, Stadiums, Transporters, and perhaps Harmony Generators (rest are too expensive to build and maintain) - All the prestige/influence improvements (you won't need them until late game) Be careful about military maintenance as well, and try to keep those trade routes full and t
Would it be possible to add an "X amount over Y months" display mode in addition to the "X amount for Y months"? Once I find myself past the early game cash crunch, I generally pay more attention to the full value of tribute instead of the per turn income, so a new display mode that shows the full value of tribute would be a great time saver. I'd ask for a "maximize tribute value" button if you wouldn't mind implementing that too ;)
The latest re-patch of v1.03 has alleviated the difficulty with diplomatic trades somewhat, inching down the level of difficulty a bit. I could hardly get 8 BC for "Trade" before it (on masochist), and now its value is back to the 100-150 BC range again. Let's not be too quick to judgement just yet. I think we're closer to good balance than we were before.
The new ships are supposed to be in the library for download as a mod some time soon, perhaps at the same time they work out the certification process for the player made mods.
As far as the in game reasoning goes, humans and aliens are wary of outsiders exerting significant influence on their economy, hence the limit on trade routes. I thnk Stardock should take that one step further, and use your diplomatic standing with each race as a limit on trade routes instead. That, for example, could translate to 1 route for hostile races, 3 for neutral, and perhaps up to 5 for close allies.
Anti-Matter Missiles were added with the bonus pack after release I believe. I have never experienced any installation problems with my copy of the game, but I would try using SDC to uninstall then reinstall the bonus pack if I were you.
Perfectionist + Civ Experience = Build All Improvements = Huge Maintenance Costs = Low Production ;)
Checked your files for "../Data/AntiMatterMissile.ship" yet?
I don't think we're talking about the same thing regarding free contacts for the AI LOL
If you really are dominating the galaxy, it doesn't take more than half an hour to mop up with combat transports and a handful of capital ships. The end game will look ugly with lots of ships idling in space and your empire not running at top efficiency, but once you conquer a single planet in enemy territory, the rest will fall to culture must faster. Even if they aren't affected immediately, the number of transports required for full military conquest will be far less than the number of constr
The bonuses are, of course, undocumented at the moment :)