Dr No Chance

Dr No Chance

Joined Member # 640895
0 Posts 0 Replies 57 Reputation

Hmmm....so it might be possible to force a relationship to Close by sharing a common enemy as well as sharing heavy trade. Interesting. Of course, it's also possible that you had enough trade with both that you counted for a significant part of each of their income. It's easier to ally with minors than just about anybody else, since their income from taxes isn't as high.

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Here's a few set ups I've found decent: Populists +70 Diplo - 5pts +10 Morale - 1pt +20 Econ - 4pts Total: +90 Diplo +30 Morale +20 Econ This set up seems to let you pull off some pretty impressive trades with the AI, even after the nerfing that trading got in the latest patch. I do very little researching at all and just buy what I want from the AIs. Some things I do research myself (Defensive Phasers, for example...and the Cultural techs i

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Za H mentioned using the War Party in combination with +40 Repair (2 points)....Some interesting possibilities there, IMO. The more HP you have, the faster they repair, I believe (repair is % based). This combo could give you ships that are more likely to survive a fight, and back up to full strength in a couple of turns. My new favorite warmongering picks are: War Party for + 50 HP +15 Weapons (1pt, and a bargain really) +10 HP (1pt) +30 Econ (6pts) +40 Repair (2 pts

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@ David: 1. Yes, you do have to eliminate all other major races which are not allies to win via Diplomatic victory. The description that the game gives you of a diplomatic victory is incorrect. Think how easy it would be to get just one ally and then quickly declare war on everyone else if it actually DID work that way ;) 2. Gifts can only get you to Friendly. You need to have a race dependant on you for a certain % of their income for a certain number of turns to turn F

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I agree completely...the way that military strength is evaluated right now is in severe need of change. On a side note, since I don't (can't :p ) submit scores to the Metaverse...I've been free to do my own balancing of the political parties. I saw the Mercs and the Techs in need of a boost so here's what I did: Technologists: +30 Tech, + 1 sensors (5 points of picks) Mercantilists: +25 Trade, +15 Espionage (about 5 points worth of picks) I still feel the

29 Replies 1,322 Views

Here's a secret..if you have a weak military, you will get picked on. The game decides your military strength based on the attack value of all the ships you have added together. Unfortunately, this means that Battle Axes and Defenders don't do much to prevent war from coming, even though they are pretty decent defensive ships. I personally think spending ability points on Technology is a waste. I like to buy most of my tech from the other AIs, personally. Especially the military s

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I've asked this question before, and no one knew an answer. Both it and the galactic peace tech make vague references to allowing a new type of Starbase module, but neither does. Possibly in a future expansion, they will. At least Galatic Peace does SOMETHING (gives stat bonuses)...right now I'm pretty sure Galactic Domination does zippo :notsure:

4 Replies 333 Views

Thanks once again for this info. And since I've never been able to send a score to the metaverse, I could care less about flags. I'd REALLY be suprised if restoring the effect of the Tech Capital to it's original intent would trigger a red flag of any sort..but who knows? :notsure:

25 Replies 3,820 Views

It sometimes takes a turn or two for the graph to readjust after you build new ships. Keep in mind also that Axes do little to boost your Military rating on the graph (they have an attack of 2 only, and attack rating is what counts). Of course, your Axe can crush their Cruiser...but on the graph a Cruiser is worth like 2.5 Axes.

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Personally, I find +70 Diplo for 5 points to be a pretty decent bargain. With the AI being much stingier now on tech trades after version 1.03, I find this ability pick allows some of the old trading cheese to still work (at the cost of 5 ability points, though). On smaller maps, I can still have a tribute fueled economy if I pick this. I've got pretty mixed feelings on population growth. It's great to rebuild your population if you're at war a lot. If you're at peace mostly thoug

3 Replies 429 Views

One trade route doesn't seem enough to change relations, or so it seems. I'm GUESSING from my experiences that you need to have the other empire reliant on you for a certain % of their economy, and that you need to maintain that for a certain number of turns in order to push a relationship from Friendly to Close. I'm just guessing though.

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@ Freddybear: Did anybody else have any offensive ships yet? A military strength of 5 is huge by comparision when everybody else just has a defender or nothing at all. @MojoJojoUK: Was the UN resolution passed where transports get a boost to their attack rating? That would explain your observation. Otherwise, sounds weird... :notsure:

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Ding, ding, ding....we have a winner. No such file in my data directory. Any way of putting one in there short of re-installing the whole game? While we're on the topic...what techs give the new Death Knight and planetary bomber ships? I haven't seen them yet either :notsure:

8 Replies 314 Views

Playing with latest version. Dreadnaught tech is not giving the ability to build AMMs, nor do AMMs show as a new build option in the description of the tech itself. I re-installed the game about a week ago, and I'm wondering if an important file is somehow corrupted/missing. I have seen AMMs in a previous game long ago. Anybody? Any thoughts here?

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Huh. I'm a little worried that I have have a corrupted data file then....does the ability to build missles show up under the description of the tech for you guys as well? The only game that I saw AMMs was an older game before I reinstalled a week or so ago. That's weird that I can't build them, nor do they even show up as a new build option under the description of the tech for me. What gives?

8 Replies 314 Views

You're not missing anything. Many people use them for offense in the mid game if they can get them a speed/range bonus or two. Many people think that they are possibly too good when compared to Frigates/Battlecruisers in the same era.

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You need Cloaking to get this piece of crap, so by the time you can build it a ship with 1 defense and 10 HP isn't worth very much. Sure, the attack rating is good...but you won't survive a single counterattack from any decent sized ship. Does anybody use these?? If so, for what? If they have no use right now, then let's make them invisible. They do come with the Cloaking tech, after all.

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I feel like such a noob asking this, but I've only seen AMMs in one game I played....and I can't remember for the life of me which tech allows them. Javascout's site says that it's Dreadnaught tech that allows them, but I have that in my current game and still no missles. Also the description of Dreadnaught tech doesn't mention missles.

8 Replies 314 Views

Somebody else brought this up, and it really made me think... Can you fool the AI into thinking you're a military powerhouse with just corvettes? At cost 50, maintenance 1, and attack value of 3.......there's really no better way of inflating your military rating that I can see other than AMMissles (which I think were recently nerfed in determining Military rating). Of course, if you have a military based around nothing but corvettes...you are screwed if a random event

12 Replies 947 Views