Vorlin Varelse

Vorlin Varelse

Joined Member # 644039
0 Posts 0 Replies 24 Reputation

Also, the races get picks to start with just as the humans do, so you can see races with +influence picks, +hitpoint picks, things like that. When a race (including humans) takes a +influence pick and then ends up in control of one or more influence resources then you're going to have a problem unless you find some way to up your influence as well. Also, there are quite a few wonders that increase influence, if you are having problems in this area make sure you get these for yourself

8 Replies 191 Views

Battlehammer, dread, and ranger stats as follows: Name Cost Maint Att/Def Hps Speed Range Battlehammer 200 3 5/4 90 0 3 Dreadnaught 475 12 12/8 50 1 2 Ranger 600 14 12/6 60 3 3 If you have a military resource or two (or take military-type bonuses as racial picks), battlehammer can be quite cost effective to use against dreadnaughts, as long as they go on the offensive. Modemboy, I think you were confu

49 Replies 1,775 Views

SMAC ascension involved a building, you could invade that city and destroy it if needed without having to destroy the entire civ (like in Civ where you could invade the enemy capital to recall the starship). That doesn't apply here, only by eliminated a civ's research capability can you stop it from continuing to tech up, and you can only do that by wiping it out completely. Destabilization only works if the victim is teetering on the edge of collapse (which, IMO, is the way it should

52 Replies 1,933 Views

The 1% influence bonus for the info net is almost certainly a typo. Research lab has 10%, research center has 10%, galactic research center has 10%, so I'm thinking that it's about 99% certain that info net is supposed to have 10% as well since it is in the same class of buildings. It would seem strange to me for the news network to have 20% economy (that would make it pretty profitable very early on), but I agree that 2% isn't of any use either unless it's during the last phase of the

30 Replies 1,590 Views

That wouldn't bother me, but I don't see the logic of it, because 'beyond human' is beyond human, their achieving their version won't stop you from achieving yours. But as I said, if that is put in that way it wouldn't bother me. But keep in mind that many people complain about the length of the end-game mop up phase, taking out the best way of dealing with that (no micromanagement, just hit end turn a few times) won't make you friends with that group. :)

44 Replies 1,470 Views

Yeah, you definitely have to look at values on the Income/Expenditures screen and not the slider positions. For instance, I went from around 3000 income to around 3400 when I switched to Star Democracy earlier today, but the net income dropped to a big negative number because my ability to spend increased as well, so the current slider position had me spending far more than I was before. This can happen in lots of areas. For instance, if you have a turn where you add a lot of producti

15 Replies 617 Views

It's hardly obvious that you have to be connected to the net to submit the score, every other net application I've ever used will connect you if you aren't already connected when it needs to send data. This needs to be fixed, as it has bitten a lot of people and the game won't tell you what the problem is, it just won't come up as an option.

8 Replies 329 Views

Also, and I might not be right about this, but as far as I know none of the victory conditions give you score points. They just end the game, at which point you race's stats are added up and the score determined from that. So lowering your score because the AI achieved a tech victory would make no sense because you never had a bonus for doing so in the first place. It's just a game-ending condition, not a thing of value in and of itself. Your score is your status when -your- game ends, regar

44 Replies 1,470 Views

Pontius, if you have to trade to get it then you didn't steal it, someone else did. ;) I stop spending on espionage at the 1800-1900 level, the savings per turn by then can be significant even then (usually 5X50 BCs or so), later it can be huge (5X100 BCs or more). I'll take a very small risk of a random event war to save that sort of money. One way they could implement tech theft would be to compare your level of espionage on the target race with the target race's level on y

22 Replies 688 Views

CariElf, I don't think the level of the game matters, because it's not the player that is actually initiating the issue, it's the comp race that's getting forced by the code to redeclare a war they can't handle, and since they can't handle it they immediately accept a peace offering, then the next turn the code forces them to redeclare war again, etc., etc. Of course, there is a reverse version of this, say you are at war with an alliance that is destroying you and you bribe one of them

21 Replies 966 Views

If your civ has the production and economy to support them (they cost more to build and maintain then dreads) then I like Rangers just because of the move bonus (I also tend to play in gigantic galaxies where you can't have too many moves). When fighting dreads the key is to attack first, and having more moves means a given size grouped of rangers can kill more ships per turn then the same sized group of dreads. But like I said at the beginning of this post, you'll need the economy and product

49 Replies 1,775 Views

The key to fast pop growth is 100% morale, you get double growth when morale is maxxed. I found the +pop growth abilites to be a waste of time, there is an in-game cap on the max pop you can grow per turn (200 million), and +pop growth abilites and tech doesn't raise that. And since you can (and will) hit +200 million with +0 enhancements with 100% morale, and since if you don't have 100% morale you'll only grow for a few turns anyway before hitting 50% and growth stops, my conclusion is that

7 Replies 410 Views

The highest level I've ever gotten a game message about occurs at around 1800-1900. I've never stolen tech, and once I forgot to stop investing in espionage and had a value of like 8000 or something. BTW, the event that sends you to war because you aren't investing enough in espionage is poorly implemented, it should check the value of your investment, instead it checks how much you are currently investing. So it tells you that you have the war because you didn't know enough about the

22 Replies 688 Views

Just some of the reasons I think this AI tech victory is a bad idea: 1. Any level above intelligent the AI gets bonuses, the human player is always coming from behind, and since noone will want the game to end early, and noone will want their score reduced after playing for hours, people will just disable tech victory, thus making it a change that required effort just to give people a game that is -less- than before the effort. 2. Currently AIs go for military and expansion,

44 Replies 1,470 Views

Slitherin, they accumulate. So if you build all three you end up with a whopping +75% production, which you can then use to pump out constructors to make a starbase with +production modules to really send your production to the moon, as these also accumulate. With the new starbase maintenance cost and the increased cost in constructors I've found myself emphasizing the three planetary +production buildings much more than I used to do.

21 Replies 766 Views

The problem with that is that the variation in starting position can be a good thing as well. The people who dislike it the most are going to be those who want to emply one particular strategy over and over, and thus will want one particular kind of starting location that best suits whatever strategy that is. But there is another kind of player, one that wants to deal with whatever the game presents them with. A 'fair' starting location eliminates this. In fact, you could argue tha

22 Replies 706 Views

What is your overall morale? I don't know this to be a fact, but it seems to me that my war votes are closely tied to my overall morale, if yours is down in the 50's then a slight variation due to chance could be what is preventing the approval.

1 Replies 180 Views

Very early game invasion tactics are tough, so don't feel that you somehow missed the boat. If you want to invade that early it will simply take you a few games of practice to get a good feeling for what you need to build and research and when you need to wait and when you need to make your move. I've found early invasions to be cost-ineffective (I'm not saying they have to be, just that I've found them to be), so I usually wait till mid-game to do such things. But then, I'm not primarily a m

5 Replies 327 Views

I've thought (and still think) that many of the Good choices should involve a Morale boost. I mean, if you spend huge sums of money to save your people then you should probably have better morale than otherwise. The big problem I see is that currently you can pick up tech of any alignment when you trade. Not sure if Brad & Co. consider this a bug or not, but I certainly do. Because the result is that you can have all the benefits of the Evil +colonization bonuses and all the Good tec

35 Replies 1,847 Views

Fusion power plants are one of the best structures in the game. Compare the three +production buildings: Manufacturing Center: +25% prod, 100 cost, 1 maint Fusion Plant: +20% prod +10% econ, 50 cost, 3 maint A-matter Plant: +30% prod +5% econ, 300 cost, 1 maint Very early on your worlds will have a base economy of 20 BCs, which means that a fusion power plant really only costs you 1 BC in maint and an A-matter plant is free. In the mid-to-late game you'll easily ma

21 Replies 766 Views