never mind my previous post (#7). There was a problem with the install. Started wondering when I didn't see any of the exciting new features. Reinstall did the trick. Saw some new events but not much else new. I do like the locking sliders. ~SDC~
DonFESQ
My options say 1.04. It did the same thing on one of the 1.05 versions before being corrected. ~SDC~
I like Ray's idea. Diable all but one of the victory conditions. I played the June game but didn't submit because it took an embarassingly long time to win on normal difficulty. ~SDC~
I finally was able to pull off the rush everyone on all 5 incredible Maso tiny/abundant. Drengins were first and the early leader with two systems. Then the Arcaens who had about 5000 pop in their system. The Arcaens loaded up their transports and pulled out of orbit making it easy on me. I was also able to knock out the Altarians before I got to frigates. Frigate rush knocked out the Torians and put the Yor down to one system and no military. One thing I never noticed before was that when
ok, this strategy is harder than it appears at first glance. I have the starting rush down. But I can't seem to get frigates in time to take down another. In my last game, I managed to knock the Arcaens and Torians out in the open. But by the time I got frigates, the Altarians and Drengins had battleships. Also, my population seems too low to pull this off with the frigates even if they didn't have battleships. Only Earth is over 1000 by this time. I'm intrigued by the strategy so will ke
Staffa, tried your strategy at lunch and it worked like a charm to start. You are very right, lease option #2 is cheaper than the outright buy for the colony ships. Was able to rush the Arcaens with Hero and a transport but the Altarians had 5 systems and a bunch of battleships by the time I got to frigates and only had 3 systems. After some exploring, I see they got a 4 system home sector. Guess you can't have those and pull this off. The Torians and Yor only have one system and the Drengi
I've never been able to dominate tiny maso that early. Most likely beucause I have never been able to rush a major. I always do 100% military at first to get the colony ships I need to put one in each system I can get. With the new leasing, it seems like it would break you to lease those first couple that early. Anyway, I'm going to try some of these things out. My wins on tiny maso have been because I was able to luck into a good starting spot, get enough events to push me to good alignment
I couldn't agree more either. Winning on maso is more about getting lucky in my opinion than skill. Sometimes, no matter how good I'm playing, if I just don't get a decent setup system-wise or the good AIs don't tangle with the evil AIs early or I don't get enough random event choices to get me to good, I'm in trouble. I know there's' some skill in hanging on maso even with getting things to break your way but when I win on maso, I feel like it is almost because of something other than me. C
All of my tiny maso games have been abundant and I agree it is very tough. I always opt for the colonize as much as possible and try to keep from getting blasted. I found it more likely to stay alive through the early going by having the Torians and Altarians set to incredible and only one of the Yor and Drengins set to incredible. This assumes you are not evil. If you are evil, its going to be very rough with this setup usually. If you are good or high neutral, there's a better than good c
Best tip I have for new players is not to lease anything. Under the new leasing system that came in recently, it costs much more to lease. Too much for the benefit. If you bought the game retail, disregard that section in the manual that says to lease your first couple colony ships. Now it will break you. Jack your military up to 100% in the beginiing and you crank out those colony ships every 2 turns. ~SDC~
No way is PQ 7% worth it. I take 5% just about every game so I'm a big believer in it. But the extra 2% is not worth 5 picks. Not when for that or one pick more you can get max economy, max pop growth, big diplo or other niceties. My current favorite setup is: Federalists, +30 economics, Luck, PQ 5%, +10 Morale ~SDC~
I left banks out of my last post. That's the first improvement I build because I get that before habitat. ~SDC~
I do the same thing every game: Start with sliders on military 100, get some colony ships out to make the initial rush. Then shut military down and go social/research 50-50. My first seven research projects are the same every time: communications, universal translator, diplomacy, medical, basic environment, industrial, interstellar refining. Then I start varying it up but if grav accel have not already been built by someone, I go artifical grav then controlled grav to start work on that
I think the game continues to head in the right direction with 1.05 (although I do long to play a game with PQ +15% and 90 HP Battlehammers every now and then). I am actually having more CTDs now than in previous versions but it hasn't been so common as to annoy me enough to want to do something about it. It's probably 2-3 per game now as opposed to once every other game before. In general, I can see improvement in the AI, especially on maso. I go between crippling and maso except for the
I totally agree that it seems like less and less random events with each update. I would like to see an option to increase the frequency of random events. I wouldn't be disappointed to see colonization events every time you found a new colony. Wouldn't even mind being able to make a racial pick such as "opportunistic" to increase the odds of getting random events. I would probably put a point into this before I put one into creativity. ~SDC~
After installing the latest 1.05.69 update, my options say 1.04. Also, when I submitted this last game to the metaverse it has 1.0440 as the version. I've installed every update as they came out. The one right before this, the options said 1.05 and my metaverse score shows 1.05. Any ideas what's up? Do I just need to reinstall ~SDC~
you need to be saintly over 90 to get the better way and that is very much worth it for the trade center improvement. Not sure about hyperwarp, cure for depression, benevolence but I believe you simply have to be good - over 70 ~SDC~
I never trade diplo translators to anyone but I trade all other trade goods to the minors. Instead of worrying about whether you get the goods when invading the minor with trade goods, one good thing to do is to position your invasion fleet right outside the minor system, trade all tech and trade goods you have to including diplo translators to get the Minor's trade goods. Then immediately invade. They're gone so they don't get to trade any of the techs you just gave them.
In the latest .62 update, I can only establish one trade route. Not evil and no UP resolution limiting evils to one in place anyway. I believe I have tech for four now and the slots show up. However, my freighter can't land on a planet. This has never happened before and just finished a .59 game yesterday before installing the new update. It worked fine there and on every other version previously.
Wow, just when I thought I had my strategy down of buying all the early very useful trade goods/wonders like diplo trans, grav accel, tri-steel, and gal stock exchange, along comes this update. 47 per turn on the long term lease per pretty much shuts this down. I love it. Am in the middle of a new game and really enjoy actually having to build it, sweating it out to see if someone is going to beat me to it. Not sure if this is a bug or not but I can only establish one trade route. I
I just tried to buy an econ one on my tiny crippling game(2 incred/3 genius) from one of the increds. 17K plus three techs. I have diplo trans but no racial diplo picks. I decided it was cheaper just to attack it awhile later and take it that way. Seems cost prohibitive on tiny.
This maybe should go into another thread but does anyone know if the AIs tend to start with the same starting picks each game with parties randomized or if they are tied together or completely randomized as well. It's a shot in the dark because I've played alot and haven't been able to determine this but thought perhaps someone with more time on their hands than I do may have figured it out. What I'm looking for is take the Drengins for example. I understand that the Drengins starting
In my opinion, you stand a better chance of getting a better score with tiny abundant as opposed to tiny rare. More planets=more pop=better score. I think tiny abundant is more difficult than rare, especially if the Altarians or Torians get 3-4 systems and you are stuck with two. ~SDC~
the scoring seems higher on 1.04 than before. I'm hitting 3000+ on tiny crippling ~SDC~
I personally like the war party the best. The +50 hit points is something you can't get on the starting picks any more with the new 1.04. When you could get it, it was 6 points and thus the most pick-valuable party. +15 attack is very cheap at 1 point although it takes a bigger ship to really see the benefit My current fav start is Warparty, PQ+5, Morale +20, Luck +25, Influence +20. ~SDC~