Corn and Peas

Corn and Peas

Joined Member # 635891
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I have never heard of that. However, if you are culturally superior, and their planet is in close proximity toward yours, there is a larger chance they will flip (and vice versa), I believe.

2 Replies 179 Views

Having a device would allow you to target a single planet and attempt to take it out. In Civ, you could also use espionage to target project completions. I don't know if I agree with you there, Code Monkey- it seems to me the AI turns violent and exploitative as soon as they have an edge. I feel like they play to win and exterminate me if they can. Perhaps I'm just paranoid. ;)

52 Replies 1,836 Views

You do have a good point, Code Monkey. With most of the other victory conditions, you have to be a dominant force in the galaxy. With a tech victory you can 'turtle', which I've done and still pull out a victory.

52 Replies 1,836 Views

I remember Call to Power II- and I like the stack combat if I recall it correctly. If I also recall, there was a maximum number of units involved. 12 perhaps. Limiting the number of ships in a stack, to 6 for example, would eliminate the 'super fleet'. If they tailored it correctly, the most successful fleets would have a mix of offensive and defense ships (which they would then have to add some more 'specialty ships'. Could be fun. C&P

27 Replies 1,052 Views

Vorlin: I agree that metaverse score should have nothing to do with the decision. I might differ about tech victory being fun, if implemented. I agree with Solitare that the Tech victory is not an exclusive victory. If someone disables tech victory at the start- then they can't win a tech victory. If they enable that, and win, then we know they have won a competitive exclusive tech victory by achieving it before the AI. I think it adds some stress and strategy to a tech victory tha

52 Replies 1,836 Views

Nick: I think the bonus could be one way to go- you'd have to balance it so that it wasn't so much of a bonus it wasn't just 'tech' victory in another form. And although I see your point, that a tech AI victory might not make sense for certain settings (crippling) on other settings I think it does. If you can disable tech as a victory condition depending on the game you want to play... then why not? C&P

52 Replies 1,836 Views

The countdown would give you a chance to stop them- assuming you are still in the game. If you cripple their research capabilities- I suppose it would have to be through military means- you could catch up. But- it would give all of the games an end point, where someone is going to finish up the tech. If you wanted to fly around in Excaliburs for years, you might not get much of a chance. I think as long as the option to disable that victory condition is there, no harm, no fou

52 Replies 1,836 Views

My variance of that: Go ahead and give the AI a tech victory option, but give us a countdown. Starting 6 techs away (or whatever) a pop up should notify the player that the AI is so many techs away. That pop up should be repeated as each tech leading to victory is researched. This gives the player time to try and react- declare war, targeting research planets, bribe other AI's into declaring war, etc. What do you think? C&P

52 Replies 1,836 Views

I've actually noticed restrictions on civs attacking other civs as well. I do not understand the source. In my last game, I was able to get everyone to attack the Drengin, but when I approached the Arcaens, the Drengin were not on their list. No alliance. I don't think they were the same alignment. Perhaps it had something to do with my relationship with the Arcaens? Do you have to have at least a neurtral relationship with the civ you are bribing? C&P

24 Replies 618 Views

I am usually on normal, trying to win a tech alliance when playing peacfully. So I go late into the game. Usually, one civ eventually trounces all of the others and becomes a superpower. It seems a superpower can't handle letting a smaller civ exist. I guess the art of it is not letting a superpower come into being- a feat I find difficult without going to war. I don't mind going to war, it would just be nice to be able to play peacefully- I hope to have a few games like

11 Replies 414 Views

I've played a handful of games now. Do you have to go to war to prevail? So far, I've had to expand in order to win. The games where I've failed to expand, try to play as a peaceful 'builder-type', I've been able to create a nice civilation. Sooner or later one of the other Civ's becomes immensely powerful and wants only to crush me into dust no matter what. Has anyone had success playing a game without an expansion war? C&P

11 Replies 414 Views

The only way I ever survive economically is through tech trading. Otherwise, the obvious improvement to planet quality (soil/habitat) and the econ improvements are a must. Don't build too many social improvement unless you need them. Often your moral is fine, especially if your planet quality is good, and you don't need the virtual reality center, entertainment center, etc. I also give away obsolte ships to allies. They have a monthly upkeep and after awhile a

4 Replies 377 Views

Recessions totally suck. But I like the realism involved. I certainly get as many economic boom periods as I do recessions. The thought that recessions can happen keep my from building too many social projects to begin with. Unlike Civilization, it doesn't pay to build everything available. C&P

28 Replies 1,318 Views

Thanks for the tips, guys. I guess my combat thinking was a bit 2 dimensional "ship vs. ship" kind thing. The difficulty level was 'normal'. I'll have to admit, I gave up on that game prior to reading these suggestions and started a new one. The Excalibur ship was devestating, to say the least. C&P

18 Replies 1,243 Views

I'm playing a game which has gone on for quite sometime. Overlords have been around for awhile and I'm going for a tech victory. The I-League shows up and declare war on the Dregins and myself (the only other players left). Their ships have 1000+ hp. What the heck! I can do nothing. My game is effectively over. I don't mind losing, but this seems really out of hand. Has anyone else experienced this? C&P

18 Replies 1,243 Views

So far the Drengin seem to be the most powerful race in my games. I think I'll have to specifically work on knocking them down, in conjunction with other races. Not a big deal, but it would be nice if the Drengin's weren't always the ones in my face- I could use some variety in the races that annihilate me. C&P

50 Replies 2,218 Views

Ugh! Well I'm confused. I believe the planetary defenses, Omega defense, etc, only works on ships in orbit. I have actually seen this in action - getting the crap pounded out of me by invaders, then watching them explode harmlessly once Omega is built. I have not noticed either of those affecting ground invasions. But- it is clear that assaults always occur on the system level- never against a single colony- so I hate to say it (maybe its me) but I'm still not clear if the d

19 Replies 960 Views

So what you're saying Spinor, is if there is a system with three planets, just build planetary defenses on one planet. Since attacks come against the entire system, not individual colonies or planets, it would be a waste of time and expense. Tventano- if there is info to the contrary- do you know of any documentation? Thanks folks! C&P

19 Replies 960 Views