I just won a game giving 1800+ Mpoints/beyond human. I should have lost. I hit the end turn button a few hundred times when my two planets were waiting for the all powerful Torians to invade them. The ai sent transports once in a while, but never did a coordinated attack at all. Brad, the end game needs fixing. If you could see what happened in that game, it is terrible. I should have lost 1000 times!!! Tech victory is a joke in these conditions. The ai is unable to decide it should take a plane
LDiCesare
Right now if we mod, we have to put all mods together, or make saves by hand and swap directories by hand, which is not very practical. Does Stardock plan to provide some kind of scenario folders we could choose from? If not, I'm wondering whether a program like Modswapper which was developped for CtP2 would be handy. It's basically a nice little UI which allows to choose between different mods and launches the game automatically, makes the necessary cleanup, etc. This would allow modders no
Tried apolyton? There is a library and a rating system over there.
I suppose you want people who live in the U.S.?
I find selling trade goods is usually a good idea except for diplomatic translators, grav accelerators and tru-strontium, because you may always go to war. The others won't hurt that much long term and pay a lot in terms of techs and/or money. So selling them is a very good way to get techs early without researching any.
The scores on small maps are smaller. Scores include population numbers (thus you are doubly screwed when you play tiny + rare yellow stars), number of techs and other factors, including number of turns spent. Details are very cloudy.
The current system has flaws, which are: Submitting a game may lower your score. AI/difficulty is badly (if at all) taken into account. The formula for scoring is unknown. Scoring per map size and/or per difficulty would be interesting. Knowing the best score for a single game would be interesting too. Factor that per map size, difficulty or both... Time will always be a factor, because to get a big score, you have to farm your population, typically you would want to turn cultural victo
I got the game in France. I understand you may not want to buy on the web. I wonder what can be done from the players' side to get the publisher to move themselves and make the game available worldwide. It is a pity that this game is not more widely distributed since it is probably THE game that can boost turn-based strategy games.
Cari, I don't know where to check the install directory in sdc... It is not readily apparent. Btw, the download times shown by sdc should convert minutes into hours when you get 455minutes... it's painful to divide by 60.
Seems to me tech victory is too easy to get in gigantic maps considering the ai is very bad at invading planets (easy to stab their incoming transports with AMMs or lone ships).
Two things: One is that stardock central reinstallation installs in a different directory from what I had installed the game first time (I have 1.02 on D: drive, and 1.03 on C: drive). Second: A gigantic game which crashes on open. Last three saves all crash. Here is a debug.err extract: Debug Message: Initialize Tilemaps Debug Message: Set mouse. Debug Message: Set update timer. Debug Message: Begin playing intro movie. Debug Message: Sorting save game lis
"Gifts can only get you to Friendly." is wrong. I won one game by feeding the Arceans from war to close + allied in a single turn by giving them trade goods, all my techs, and each star system I had but Sol, one by one (on a tiny map, gave about 4 stars).
AMMs are available as you get dreadnoughts (I think). The ai does use them (the b*** destroyed one of my maxed out military starbase with one of them).
If you want to limit the number of starbases, put a required 'seed' resource so starbases can't be built anywhere, and maybe another seed and one or two techs to allow farming of these empty resources so you can actually create more starbases. Each seed would in itself cost something. Worst-case is the 'empty space' seed, which would cost f.e. 20bc per turn to upkeep, whereas an econ or military resource would have 0 upkeep cost. Thus building starbases in the void would cost a lot, whereas
The real problem is with smaller planets: If you send 10 colony ships on a crappy PQ12 well located (strategically) and settle until you get worms, then it is indeed unbalancing... A flag would correct that IMO.
The way espionage works is a bit of a pity since many informations you get through the basic espionage level can be obtained by other means: -Looking at the mini map for most productive/most populated planets, -Using the diplomacy screen to find out money, techs and influence of other empire. The most useful informations are: - the morale of target empire (to some extent), - knowing the military bonuses (attack, hits, defense), - knowing the spendings in each category (m
I just increase tax rates when a recession hits. That lowers my morale a bit but I usually cna handle it.
Why would you want to conquer a cash-cow? They can be trade partners so you can go to war against major civs, you can extort tech or money out of them. They are usually more valuable alive than dead. Unless the ai gets tributes out of them first.
My strategy was to get Trade Goods and sell them for a profit (techs and cash). This makes economy largely irrelevant. Then add som etrade ships and keep a trade good for emergencies. It doesn't work with the toughest AI's because they won't give you cash no matter what (except the Alexians). Part of the strategy was to play the ai's against one another. For example, the Drengins asked me a few hundreds or thoudand bc. I paid, then gave whatever ws needed to ALL other civs so they would
I played by Jeff's proposed 'rules' yesterday and won. I had no resource, and limited myself to one starbase in addition. I thought I had asked for rare planets on a tiny map but there were many. The biggest civ in the beginning were the Carinoids with 3 yellow stars. I managed an alliance victory (how to get the Drengin to love you: Flip a Torian planet, give it to Dreng. It flips back, give it again, repeat and rinse). My strategy wouldn't have worked against incredible ai's. <
I got the same thing yesterday. Alliance victory, on 1.03a.057, and culture text. Note I did a reinstall from scratch so that's probably not an update problem, or there may be something missing between the files the devs have and what's downloaded?
Linked events sounds cool if that allows to make scenarios, but I wish there was a map editor. Overall, this sounds great.
I want to second Star Pilot's proposal: An empty 'core' resource required to build any starbase. If it was possible to add such kind of resources through a mod, I think I could make a fun mod with that idea... except I don't have the time, that is. The starbase only on resource, including 'empty' resources, would be fun IMO. It would add one decision to the game: Is it better to settle that PQ20 planet in that starbase empty sector, or to settle that PQ18 in a starbase friendly sector?<b
You mean starbase governors?
There is one attack worth trying too, which is the psychological warfare (or whatever the name). It costs 2200bc but doesn't deprive PQ or whatever. It just takes some opponents and brings them on your side. You may want to spend on destabilization the turn before you attack in order to augment the number of converted people. This won't work for high morale planets, but I found it a very good way to win battles with less troops. Furthermore, you get more people on the planet after the win.