Could be wrong about this, but I think they need to have the repair module installed in order for them to repair themselves :notsure:
Dr No Chance
I was devoting most of my spending to cranking out colony ships as fast as possible. I didn't get to Diplomacy fast enough. On the map I was given, getting to a couple of key systems before the AI was more crucial than the translators. As it turned out, I fell a bit behind in the tech race (on Incredible they research pretty darned fast) and didn't get to do as much of the usual tech selling to other races....so not grabbing the translators didn't hurt as much as usual. Oddly enough, I think
I've never been able to upload a score either. I've been told that the game has trouble detecting some internet connections, and that you may have more luck if you connect just before finishing a game. Never worked for me, but it did work for some. As for me, I'm stuck being a scoreless wonder. I swear I've beaten Incredible. :) Really! :d
They are the same darn thing. I thought maybe X dollars for 1 month meant paying immediately and then paying again next month, but no. I checked them both out and they both result in just one immediate payment. IF you choose the X for 1 month option, then your economics readout shows you paying out tribute next month in your budget....but it never happens. X dollars for 0 or for 1 month mean the same thing. Big deal, you say? Well, the AI seems to value your money when given for 1
Thanks for figuring this formula out. I now understand why my Battle Axes did nothing to prevent war from coming, while my Battle Hammers acted as a far better deterrent. I agree this needs to be addressed...building multiple missles can seriously scare off the AI from daring to declare war on you and allow you to extort them repeatedly I'm guessing.
The only game on Incredible I was able to win involved getting a great early grab on good planets, and the AI each getting a weaker start with all the AI's being about equal in power. I agree with Za H about the tight cluster/rare thing....definately favors the player. I'm winning a game on genius right now for a joke with these settings. I actually found it a bit hard to get the trade goods on Incredible...the AI's research and production were so supercharged that I got beat
IMO he's saying that the PQ +15% trait, which is already one of the best in the game under any circumstances, is overpowered on maps with few yellow stars because you can still colonize the 13 and 14 PQ planets (which the AI won't do). And he's right. I'm currently doing very well on genius AI in a large galaxy under the same type of conditions. I'm not a shabby player (I've beaten Incredible) but Genius level is usually a pretty solid challenge...however the PQ +15 edge when there's
I like the idea of a maximum number of starbases per sector, and a penalty on bonus production. As far as solving the "culture bomb" cheese, the AI has to learn to recognize and deal with this threat a little better. The 3 starbase limit will help, but 3 Party Palaces in one sector is enough to flip most planets in my experience.
I just won a game on a tiny galaxy on Genius AI using an offense built around Battle Hammers. I had previously overlooked Hammers (as does the AI often, it seems) but they are really your best option for a strong offense before the capital ship era. As someone else pointed out, the range ability pick isn't too shabby with Hammers (otherwise your attack range is going to be limited...I was goofing around on a tiny galaxy so range wasn't an issue).
A higher PQ rating not only means a higher population maximum, it means having a higher morale than if you were to have the same current population with a lower PQ. I once tested to see if it affected production/income as well, and it did seem to. Right after building Soil Enrichment on your first planet there is a significant boost in income/production, if I remember correctly. This is what makes the +15 PQ ability very, very useful despite the 9 point cost. :) That and the
I just finished a game on Incredible AI (was started before the patch, though) and morale on every planet was through the roof. Tax rates were increased to somewhere in the 80's I believe and still 60+ support rating. The morale nerfing must affect all skill levels, and not just the lower settings.
An update on that morale thing...I just reloaded a previous game and every planet was like 100 morale. That's definately not the way it looked before the latest update. Was there a huge morale boost with the latest update, and if so why?? Morale was already too easy to manage with the last nerfing it got (50 to 58 population cutoff) I'm not sure if this is a bug, but it wasn't listed on the list of things changed to my knowledge :notsure:
I know this is still a topic of some debate whether or not this is even a bug...but the Military + Social ability picks still give no noticeable change in production capacity or bonus production that I can see. In addition, I just started a game where morale on my starting planet seemed much higher than the norm. Was there some change to morale in the latest update?
I now believe Hammers are better...because I overlooked the fact that ships in orbit get a +% to Attack rather than a set +X bonus. So the fact that the Hammer gets a bigger bonus on Attack while in orbit than the Axe outweighs the fact that the Axe gets a bonus to it's Attack value when attacked because it has a higher base Defense value than attack value. Catch all that? ;p The HP thing is a factor, but no so much of one when you compensate for maintenance costs and building cost.<b
Speaking of Battle Hammers....is there something about them I'm overlooking? I would think they would be inferior to Axes for defense. Axes have a higher base defense than attack, and therefore get a bonus to their attack rating when attacked. Hammers have a higher attack then defense (5/4) I believe?? :notsure: Despite their higher HP, wouldn't the fact that they don't get the attack bonus when attacked thing make them inferior to Axes on defense?
After seeing myself being repeatedly extorted, and after seeing the Drengin extort their way to financial superiority many times, I've been wondering.... What exactly contributes to your Military rating? I know this much..Battle Axes don't seem to boost this much, despite being quite effective in stopping attacks until the capital ship era. Many of my games I get extorted repeatedly despite having a pretty adequate defense...so I flip the AI the bird instead of paying tribute.
I've always had the same problem, and I was wondering....When I installed the game, I entered the wrong serial number. I only know this because what you enter is carried over as the default when you try to register the game on Stardock (which I then did correctly...I also registered on the metaverse correctly). Could the fact that I installed the game without the right serial code (damn those I's that look like 1's :p ) have nerfed my ability to submit scores?
I'm in my second game on incredible difficulty (first was a mess) and I must say it's damn hard to overcome the huge bonuses the AI gets on this level. War seems to be inevitable, and when it comes it's damn hard just to survive. Some things I've noted so far: 1. You need a good start. 2. It certainly helps greatly if the AI's are fairly balanced in # of planets between them. If one gets the upper hand, he seems to pick on the player :p 3. You need to squeeze every dolla
If someone takes the +50% percent Military production bonus pick, and can set the the spending to 100% social and then to 100% military and see NO increase in overall spending, then something is not working correctly, IMHO. Yes, production scales with population, but that's really not the point here. And why is it that people seem to think that the ability pick should ONLY affect capacity without giving any bonus production?? Every other production bonus in the game increases capacity
Under the description for the Galactic Domination Philosophy (I think that's close to the right name, it's a very high end tech for evil empires only) there are no bonuses listed, no new structures you can build and no new techs you can get from it. It mentions something about a new starbase module you can build in the verbal description of the tech, but I can't find it. Does this tech do anything? :p
I'm really liking the suggestion to be able to manually set the default morale level. Sure-fire way to make everyone happy, and the AI has to play by the same rules as you. Those that liked 50 as the cutoff can have 50, those that like 58 can keep it.
@ arne heyden: Some nice counter-suggestions there....might be hard to code though.
@ Gordoleth: I've been victorious on Painful with ease, haven't tried Crippling or above yet. As for submissions to the metaverse, I STILL haven't figured out why I don't get the submission screen. I'm registered on the metaverse, I'm online at the time of the win, etc. etc.
What a difference one update makes. With the population cutoff set at I believe 56-58% now instead of 50, an empire just practically runs itself. Destabilization is now much less useful (but not useless). You can basically forget about losing elections, other than the odd fluke here and there. Personally, I'd like 3 things to happen: 1. Take the Morale/population cutoff point back to where it was. 2. Make election victory/defeat depend on what your AVERAGE support rati
*bump* Can anybody tell me a list of conditions that have to be met in order for you to be able to send a score to the metaverse?