Dr No Chance

Dr No Chance

Joined Member # 640895
0 Posts 0 Replies 57 Reputation

I'd love to see confirmation on whether or not multiple trade routes makes an AI like you faster or not. I generally direct all of my trade routes towards one AI in the hope of quickly pushing our relationship to Close. Maybe that's a waste.

15 Replies 898 Views

While we're on the topic of party bonuses...I've always felt that the Technologists should get +30 to Tech instead of +20. As it stands now their bonuses are equal to 3 ability points worth of picks...the lowest of all the parties I believe.

29 Replies 1,230 Views

If HP were factored into your Military Power rating, this party would be decent. As was already mentioned, it's not. Therefore, until I get myself into my first war it's useless. I'd rather have a party that will get me into a position to mobilize for war faster with some sort of early game bonus....although I could see the War Party as being very useful if you spend a lot of time at war with the AIs later on.

29 Replies 1,230 Views

I think overflow would make life much easier....but would it make it too easy? Part of what makes a player like Za H a good player is the fact that he does do these fine slider adjustments to avoid waste. Allowing overflow might make things a little too easy, just as allowing planets without active production projects to not spend money might make things too easy. On second though, it would help my sanity and possibly make the game a little more FUN to not have to worry about wasted p

6 Replies 320 Views

I actually found the Diplo skill to very useful in my last Tiny game. There isn't much income from trade or taxes if you've only got a handful of systems, so I found tribute to be my highest source of income. A high Diplo skill meant I was rolling in the dough. I found Diplo to be more useful on a tiny map (where you quickly find all the AIs and the minors) than on larger maps.

12 Replies 476 Views

I just won a Diplomatic victory, got the diplo victory end movie, but the summary screen describes a cultural victory instead. I also was not even close to the requirements of a cultural victory.

112 Replies 3,619 Views

The suprise attack thing is probably the biggest difference in a small vs. large game. You really can crush a smaller enemy before he has any chance at all to respond. Use this to your advantage.

12 Replies 476 Views

I just a played a quick tiny game on Genius, and I still found selling tech to the AIs useful. Of course, I had about +120 to Diplo from various bonuses...so I can't really comment on how stingy they are if your Diplo skill is weak. They most definitely ARE more stingy then before if they are low on cash themselves. They won't pay what they can't really afford anymore, and that's a good thing.

37 Replies 1,535 Views

Personally, I find speed more vital on the small maps where there are so few systems up for grabs. If I can grab 2-3 systems that were otherwise going to be grabbed by the AI I've practically won the game already. Of course, speed is very useful in larger maps too, and useful for longer. But speed on small maps can mean total early game domination.

12 Replies 855 Views

It's sometimes referred to as the "comeback" event. That race will get a bonus to a major statistic every turn for the rest of the game. Usually only a race that's one the brink of being eliminated will trigger this, so even the fact that they are getting these bonuses isn't enough to get them back into the game before you or another member of the AI goes on to win. Ignoring them for too long can lead to trouble if you don't go on to win soon, though.

14 Replies 516 Views

I still see no sign that the Military or Social production bonuses you get from party/ability picks do anything at all, and I've experimented a fair bit with this. I AM aware that there is no bonus production given, just capacity. Maybe I completely misunderstand what is meant by "capacity". To me, that means that at any given point in the game if I have +50 Military production but no Social bonus I should be able to spend more per turn when the slider is set to 100% Military than when it's o

112 Replies 3,619 Views

Thanks for the input guys. I'm glad to see that I'm not the only one who was thinking it takes a long time to get back your investment with trade starbases....although others apparently do find it viable.

21 Replies 1,027 Views

I'm really having a hard time understanding much of what you wrote, but it sounds like the Drengins got the event that makes them more powerful each turn. Civilizations only get this when they are very weakened, in my experience. When you see this event happen, you really MUST make it a priority to take that civilization out in the near future or else they will eventually become too powerful to deal with. And yes, even if you make peace with them you can get screwed by the really nasty event

11 Replies 561 Views

On Incredible (and possibly on Genius, but I don't think so) the AI gets more than an economy bonus. They get PQ bonuses, and bonuses to just about every major stat. Use Espionage on the AI on Incredible and you'll see what I mean. I'm not sure if the PQ bonus shows up with their other stats, but I can confirm that it's present. I haven't really paid that much attention on Genius, but I can say that I found Genius to be much, much less difficult than Incredible.

12 Replies 498 Views

I agree that the Hammer is overpowered, but I'm not sure how to fix it. I just won a game on Genius/large galaxy before the capital ship era even arrived thanks to Hammers + speed/range boosters (Gravity Accelerators are a must :p ) They really weren't meant to be an offensive force, IMO....maybe they should be given a slight defensive boost and a large offensive nerfing. Instead of 5/4, maybe 1/6 or 1/7? Still a great defender, not such a great attacker.

33 Replies 1,681 Views

Just an update to this...there is a max cap on how much your population can increase on one turn (200 Million, I think :notsure: )...so the best time to look for the 100 Morale thing is in the early game when population is increasing in smaller steps.

2 Replies 365 Views

Maybe this is something well known, but it was news to me when I first noticed it. 100 Morale planets have their populations increase by double the normal rate. No bonus noticed for any other high level of morale, just normal rate if Propoganda might just become more useful now, to top off any systems close to the 100 mark.

2 Replies 365 Views

I've yet to play a game where trade income has played a big role for me. 2 of the reasons for this: 1. My games usually end fairly early (No tech victories yet) 2. No games on huge or gigantic galaxies yet. However, I suspect that I'm not using starbases properly to augment my trade. It just seems to me, though, that using starbases to boost trade doesn't seem terribly effective. Unless I misunderstand how the bonus works, you only get a trade bonus when a tr

21 Replies 1,027 Views

PQ +15% is awesome, as already stated. Some of the better 1 pointers IMO: Population Growth +10% Morale +10% Weapons +15% I personally lean towards Morale +10, but I could see the population bonus as possibly being better...I'll have to give it a try. Other great picks: Diplomacy +70 for 5 points Econ (whatever amount you want to spend) Speed in smaller galaxies Range in clustered galaxies Those are my favorites so far, anyway

39 Replies 2,338 Views

I'd have to agree that the Federalists are the most powerful, but that nearly every party is viable. It's hard to beat that 20% Econ boost, although I have done lots of fun things with the Populists and the Diplomacy ability pick + Diplomatic Translators. Econ is an ability that's just always useful, though. I'm sure that the trade bonus from the Mercantilists could be useful, but I've yet to play a game with a massive trade empire set up. Taxes/Tribute have always been my main sources of fu

12 Replies 878 Views