You can take the last planets with influence. I have done it several times and took the Arceans last two by influence last night. You get a little popup screen saying that the whoever has fallen to the cultural influnece of whomever. As for number 2, I don't think they have much value, if any, once the influenced planets have flipped. Influence and diplomacy are related only by the fact that diplomacy allows you to get away with more. They do tend to get ticked i
Franco fx
Last night I got the event where the Arceans' "waning empire" had made some kind of discovery thet was destined to make them rulers of the galaxy if I didn't destroy them pdq. They only had a couple of planets and no defense to speak of so I reluctantly took them out. Has anyone ever ignored the warning or waited long enough to find out what was going to make them so invincible?
I do not trust the AI to not trade the tech to other AI's. You can be sure they will do that. When you sell or trade a tyech you should sell or trade it to all.
I have never played with slow tech so I don't know what effect that would have on the AI It seems odd that the AI would play that way on gifted.
It is random except....I believe it is usually associated with another random event where you voted yourself a bonus connected to galactic olympics or a galactic organization of some sort. A reason to host the leaders of other civs was created providing the opportunity for the asassination. I could be wrong and it may be purely random but I have found that most of the UP bonuses that are voted on have a potential down side in the future.
Gigantic Galaxy Suicidal No tech trading Blind exploration Research and influence victory disabled All Races start at war No starbases Slowest research Taxes set at 5% zero bonus abilities No farms For the last 3 games I have been playing blindfolded. My 4 year old nephew describes the screen for me. Fun game and a real challenge
I think the problem might be that the AI doesnt want to win. I think you are correct. I used to play a lot of computer chess, nothing like big blue of course but still capable of playing a fair game. The computer basically played a game of attrition and the odds of losing to the computer increased as long as you let that kind of game go on.<br
it is contrary to the story line for any race to start with anything netter than the basic Hyperdrive Not really, per the story line, ships used more conventional propulsion to travel within the warp fields created by the warp drive and the star gates so a race could easily have Ion before hyperdrive. I agree on the prerequisite part
This whole thread could be a SNL segment.
I will make a blanket statement that any options to turn things off and on are fine with me. I completely agree that no one is hurt by that. The problem is the "well since we are doing this let's just go ahead and tweak the AI behavior, population factor, econ system, weapons, tech, etc, etc." Like our mother used to say, "Stop picking at it, you'll get it infected".
Stardock didn't make many of those changes independantly, a lot were done in response to overwhelming player requests. Absolutely Marcathonas, and some were good and all well intentioned. The law of unintended consequence is the problem. In the case of resource starbases, I have found that the AI in 1.1 does not pursue resources (or anomalies)l
How to say this? I honestly think it is fine to discuss the game and voice opinions on what should and should not be changed or added to the game. I just sometimes wish that Stardock would write it all down and ponder it for a year or so. When 1.0 was released I liked the game and I still like 1.1 but it is not the same game and some of the changes have not necessarily made the game better. IMHO more time should be expended on promoting modding and the game shoul
On the settings I usually play, tiny to medium map, common stars, common habitable planets, loose clusters, 99.9 percent of the stars have multiple but not neccessarily habitable planets. SC is a wasted tech for me
A good guide and a noble effort. Of course there are other roads to victory but yours will work. Before 1.1 I would have argued long against Federalist but no more. Your best advice is on the farms. When I see people talking about building multiple farms and multiple approval buildings I immediately think cakewalk player. I could be wrong there may be some great players out there building 3-4 farms per planet but I can't imagine it
Increases your votes in the UP
I'm with you Martinus. I am so ambivalent about the changes I can't find a position to vote on in the latest poll. Lots of things that didn't need fixing got fixed
problems I had with windowed mode. My mouse does not respond as well as in full screen. I have to find a sweet spot to click on and it is sometimes very hard to find. Anything less than full resolution is too small for my taste. I have never had a problem switching in or out of the game in full screen so it is not a big deal for me
I like the big maps but I lack the patience to play them often. I currently have 2 gigantic saved games that I may or may not continue playing. I like the fact that you can play a tiny map game in a couple of hours. Often I will start a tiny map thinking I will play around with it for a few minutes and quit but I wind up finishing the game.
Regarding the "way toos" and difficulty: Everything you say is true but remember you are the 10th ranked player and glancing at your profile it appears that you deserve the ranking. Ways to crank up the difficulty are fine as long as there are ways to crank it down without turning the AI into total idiots. I will never be as good at this game as some but even I am better than most. Most of the people playing the game are probably in over their head on normal. The law of un
Reactionary AI: It seems to me the AI does pretty well as long as the game is somewhat competitive but when the AI perceives and projects it's own defeat it sort of goes insane. In other words if a human player has gotten off to a good influence start by dominating mining resources, the AI goes into a frenzy of useless countermeasures. If the advantage is military the AI often seems almost paralysed. When I have reached mid-game without establishing certain victory the AI s
I agree and I have mentioned this like a dozen times on the forum. Not being a cronic whiner I have decided to forgetaboutit unless someone like yourself brings it up. It would be a nice feature.
GC2 Wiki probably has what you are looking for Link
I don't think they have much effect on your overall influence. If they are not built close to a planet (yours or theirs) they are pretty much useless. I usually go for influence victory and I hardly ever build influence sb anymore. They royally piss off the AI and they are not nearly as powerful as the influence resource mines and the influence tech tree.
At 50% taxes, your population will barely be growing at all...don't get it. Your approval will ony be a 50% for a few turns when you start colonizing new planets and build an entertainment center on your home planet the overall approval will be in the high 80s to low 90s. I don't buy so many colony ships since I can usually get it b
Having an alliance victory only game might be very difficult since it would not stop wars and it could get very tedious in the end. I do see your point but doubt I would enjoy such a game, mainly because I don't like unexpected outcomes like losing because someone unexpectedly surrenders to me. I want to have control over the outcome to the extent that I either win or lose without fate having a hand in it. Years ago I played CTP and lost a long game on an anomalous event. I