I have a feeling that was a mistake, re: using your Stardock nick vs. Metaverse nick. I wouldn't be shocked to find it changing eventually (since it's just a display issue). Right now, though, it's useless. Anyways, when you submit to the metaverse, use the metaverse name, not the Stardock nick. The email addy should be the one on your Stardock account, though I doubt it actually matches it. To add someone to your empire (i.e. invite only), you have to snag their player ID...the sma
geoelectric
Though, Brad...I will point out that any given tech would sell for the same price within 1bc/20mos to every race, regardless of whether their treasury was 1bc or 2000bcs. You -sure- that code's working? ~SDC~
Okie. I'll try at higher levels. I'm just afraid I'm going to get smacked down in the military game trying to get a decent economic challenge out of it. The tactic isn't something I'd expect to work so well at a level called "Normal". ~SDC~
Arokh: You don't have to. Double-click them, assign a number of people, then click a planet in-system without hitting launch. ~SDC~
Actually, re-reading it, I guess you could take it either way, and put the y amount all to planet A. The problem with that is what do you do if planet A can't use all that extra spending (for example, the spending slider was maxed to begin with)? ~SDC~
No, that's not what he was saying, I don't think. Let's say your income is 100bc, and you have two planets. Planet A is using 20bc, and planet B is using 80bc, out of which, 40bc is social. Ignoring all other factors, under normal circumstances, you'd have a balanced budget with nothing going to the treasury. There'd be 100bc in, x for mil, and y for social, where x + y = 100bc out. With Rom's suggestion, if you don't have a social project on B, 40bc won't be spent. Thus, you'd hav
The influence routine relies on data from previous turns. The save function doesn't (and apparently -can't-) save all the data it relies upon. Therefore, when you save and reload, your influence calculation will take some number of turns to return to approximately where it was, and may not completely rebound. It's a somewhat significant flaw in the system, IMO. ~SDC~
Anyone know if the Space Sharks count as being "at war" for the purposes of Cultural? I've noticed they're listed in the foreign policy section for other races as an "At War With" target. ~SDC~
Are random events completely turned off at low levels now? I played a full game on Cakewalk earlier today and never got a random event on planetfall or anything. I thought it'd just be the Big Guns (pirates, sharks, etc.) that'd be turned off. ~SDC~
Just to consolidate comments made elsewhere: Suggestions: 1) Search. Please, for the love of God, Search. 2) Edit/delete comment (time limit fine) 3) Seperate hotkey for "Check for Updates" than the "refresh page" key used by the embedded web browser (i.e. F5), so you don't have focus problems. Right now, F5 does different things depending on the last place you clicked, and it's not obvious which pane that is. 4) More intuitive handling of the section. It co
So, played a bit with this strategy, post-Brad's patch. I think it's still too powerful, at least at Normal level. The problem isn't so much that the AI is valuing tech too high (it seems to offer fair prices) it's that it can't say no! The AI would consistently buy any tech for the exact same price any other race would (modulo diplomacy difference), no matter how much money it had in the treasury or what its current expenses were. It makes it a pretty simple manner to keep leases bouncing o
You just have a zoo. It's a bonus to something or the other, and sets a flag that may cause another random event later, similar to the prison. You don't get a separate building, or any notice on the planet screen. If you look at the UP screen under foreign policy, it'll have it there though. No vote to keep it going, either...it's a limited-time bonus. ~SDC~
Oh, you can lease the hell out of your techs. I generally have 5+ tributes going from any one race near the beginning of the game (with research up high, and 20 month terms). I can keep a steady stream of income until the race goes bankrupt. It's not a bad strategy in and of itself, because broke races don't buy many ships. One thing I'm not sure of is what happens to the tribute when they run out of money (i.e. get to -500). I haven't set up the scenario to see if they default on t
Ohhhhh. Well, hell. Nobody ever said -that-. That should be in the question mark popup for cultural victory. ~SDC~
I wish the game made the economy boost from other governments explicit. As it is, I'm not sure it's worth it to go to republic. As for the penalties, that's counterintuitive to me. I'd think you'd end up getting the bonuses of the party that won, instead. Presumably, that would be penalty enough because your strategy would be built around your bonuses, not theirs. As it is, it's like double-punishment. ~SDC~
Oops. Prolly shouldn't have done the test of concept 2-pointer at the beginning. So much for my score. ;) ~SDC~
er, originator. yeesh. ~SDC~
Except for later in the same game, where suddenly it seemed to be showing the destination. I give up. ;) ~SDC~
er, that's games on a tiny universe, not tiny games :) ~SDC~
I just posted it. Two tiny games, both had 12 mts sitting there forever. Eventually won both on Military, but it wasn't fun (and I almost got ganked by space sharks on the second one!) ~SDC~
Had cultural victory not kick in twice on a Tiny map. First time, all but one square was blue. "12 mts" displayed, but never resolved as a win. Second time, all squares were blue, and remained that way for several years more time. First game was Tiny, Tight Clusters, all Fool. Second game was Tiny, Tight Clusters, all Normal. ~SDC~
Though I realize it isn't, it would be nice if the orbiting ships thing were a function of espionage. At a high level, presumably you'd know what their standing guard was. ~SDC~
actually, my map shows the trade routes with the destination's color, not the originator's. ~SDC~
1) Confirmed that the Trade skill isn't adding its route, per my bug above. 2) When hitting pass (space) on a ship, all its movement points are taken away. Ship should just be taken out of TAB queue, but points shouldn't be removed--too easy to pass by mistake, not realizing it's highlighted, particularly because Space is effectively the "autopilot move now" key. ~SDC~
yeah, but after awhile you're at 100% propaganda and it's still decreasing. then the only choice is to ship people off. ~SDC~