I'd love to update my version, unfortunately I'm one of the many people that don't get a correct update analysis from the SDC software. It wants to download 84 megs, and I'm not doing that over a dial-up connection. Eventually they'll either fix the SDC software or I'll just stick with the regulard downloads. 1.02 should be out today sometime.
Vorlin Varelse
Well, it is definitely clever, but it's also cheesy as hell, and I hope they nerf it. It ruins the entire military strategy aspect when any amount of ships can be anywhere at any time. When it takes significant time to move on the map then you have edge strategies: forward defense, dealing with races on your borders, using border races to screen against races further away, etc. Infinite range ship movement eliminates all that, plus it would require a lot of new AI code which (IMO) is time sp
Okay, thanks. 1.02 will be available for download later today, after I grab it I'll check again to see whether Frictionless Clothing still fails to give the bonus.
Well, there's no way to get a truly balanced scoring system when you have multiple win conditions (one winning condition will almost certainly turn out to be superior for generating high scores), but the current method definitely is in need of improvement. I think two factors should be changed first: the metaverse should be split with each galaxy size have a seperate list, and the primary factor in scoring for each of these lists should be based on difficulty combined with turns needed to win.
I've noticed from the in-game messages that the Drengin get a -lot- of benefit from extorting other races. Money, tech, etc. Money is especially important, as any human player knows if you have the money coming in then you can set your expenditures to 100% which makes a huge difference in developing your race. In my games so far the Drengin have also been the most dangerous AI civ, I probably should start taking that into account and working some diplomatic magic to ensure they have p
I normally split the difference and colonize the 13/14's when it makes strategic sense to do so. Sometimes you need a boost in your range so you can make the jump to the next star cluster, sometimes you want to bring more Influence to bear on an opposing civ, you get the picture. I'll have to do some experimentation to see if these planets are worth colonizing in their own right, and if so what level of infrastructure is appropriate. How much return you get for your investment will de
Was experimenting today with various things, while doing so built the Frictionless Clothing trade good, and noticed it had no effect at all on my planet's morale (only had one planet at the time). I bumped the game ahead several turns, still no effect (morale was at 52 before Frictionless, stayed there afterwards). I pulled up the game's data file on that trade good, it seemed right (affected #4, for value of 10). True bug, or am I just missing something? Using version 1.01 Bonus pack from t
Have any of you tried using the 50% method? Set your sliders to all military, then every time a colony launches a colony ship you ship out 50% of the population. I tried this last night and got (IMO) really good results with it. It's easy to get 100% morale for 2x pop growth because all your planets have fairly low population (so generally no need to fiddle with lower taxes or propaganda), and it's easy to expand quickly because the planets on the edge of your expansion are building ships jus