I play in windowed mode, and have one of the PDF tech trees open in another application.
fsk5809
I was thinking of creating an "Andromeda" scenario. You give the humans one planet and one super-ship, a ranger with lots of upgrades. Otherwise, fill out the map with the remaining planets evenly divided among the AIs and minors. That could be interesting. I couldn't figure out how to get the scenario editor to make it work.
I did an experiment once, and I think the benefit of a trade starbase is independent of the size of the route (provided it's a horizontal or vertical route). For a longer route, you get the bonus for fewer turns, but because the trade route itself is worth more, you get the same amount. The only benefit of a smaller route is that your income is more consistent, as stated above. You would have to do a detailed calculation to confirm my brief test. You'd need to consider the economy of
I play in windowed mode, and keep track of the good planets in a notepad file as I find them, along with whether or not I sent a colony ship that way.
Build 2 more maximized culture starbases. That should work. Some minors, such as the Carinoids and I-League, have very high cultural resistance ratings. You may need 5 maximized culture starbases in the same sector to flip them. There is a "cultural resistance" ability. There are a few social projects that raise it, and notice that one of the starting racial ability picks raise cultural resistance.
Even better, take the +50 military production racial ability, or take +1 speed, so you can expand even faster. This only makes sense on the largest map sizes.
You can check your economy/stats screen to verify that your racial abilities do go up when you build/enhance a resource starbase. The galactic resource bonus affects your entire empire. However, with the 4X PQ cap on taxes, sometimes an economic resource isn't as beneficial as you would think. Also notice that acquiring a research resource usually means you need to adjust your spending sliders.
If you get a tech that increases your max hitpoints, your ships and starbases don't immediately benefit from the new maximum. It takes them a few turns to heal to the new maximum. So if you get a tech that raises a ship's hitpoints from 100 to 110, the ship goes from 100/100 (fully healed) to 101/110 (damaged slightly).
Frogboy: When you say "GalCiv wasn't paid for retail sales", do you mean that you weren't paid what you were contractually obligated to receive? Or, do you mean that the standard payment is so low that it isn't really worth your time? What is the current total # of drengin.net subscribers, and how many do you need to make it a worthwhile long-term plan?
The "alignment change" event can happen to an AI that has already been eliminated. I had already reported this for 1.12.
You still haven't fixed the "ships stop 1 square short of a rally point" bug. If you have a bunch of ships going to the same rally point, with the "auto-fleet" order, and the rally point destination is not visible onscreen when the ship arrives, the ship will sometimes stop one square short. When the rally point is visible onscreen when the ship arrives, it always seems to work properly. I usually have ships waiting in "guard" mode at the rally point, but I don't think that matters.
The main problem with starbase stacking, is that the AI does not properly take advantage of it. Also that the "starbases must be 3 squares away" rule now puts a cap of 9 starbases per sector, not counting resources and terror stars. Summary: only culture effects need to be changed. - Military effects should stack. If you want to make a strong assault or defense on one sector, why not allow it? The real problem is that the AI does not use this strategy. Also, +milita
"Ships that gives bonuses to friendly ships in same sector" is a good idea. It would encourage mixed-type fleets, rather than only cranking out your "best" ships. Perhaps several such ships should be added?
Geoffrey says: I believe if you use Archive and Restore through Stardock Central you can. But it would be too late to now since you manually have to archive it while it's available. Really, they should make all those old files available somewhere, at least for drengin.net subscribers. It wouldn't cost much. I occasionally have a desire to go back and play 1.02.
The "telenanth" artifact of increasing power event should be more powerful. Make it 3%-5% per turn instead of 1% per turn. Alternatively, make it 1%/turn for the first year, 2% for the 2nd year, 3% for the 3rd year, etc.. Right now, the AI that gets this event remains the weakest, even when I go to special efforts to keep it in the game. I'm playing tiny/rare/intelligent.
There really should be some option to roll back to a previous stable version. I should be able to re-download and play 1.11.
I think that 100% morale on every planet does not give 100% immunity to the Fundamentalist event. It does decrease the damage, though. If you set every AI player to pure evil, you'll see the fundamentalists every few games.
Also remember that colony ships have an unlimited carrying capacity (which I consider to be a bug), so you can rush a colony ship to fix the problem. You can land the colony ship on an already-inhabited planet. On the other hand, I find that rush-buying a +morale or +PQ building or two fixes the problem. By the time I'm taking over AI planets, I have a higher racial morale ability than the AI, so an entertainment network usually suffices. I try to keep 10k in the bank for such rush-b
Has anyone out there tried B.U.G.S. 2002? It only shows up when you ask for "show pre-release versions".
Here's how I avoid zero scores: I save every hour or two, and I "retire" without submitting the score. If I get a zero score, I know I triggered the "cheater" flag. If I do trigger it, I lost at most an hour of playing time. I also try to avoid having my cash reserve go over 25k. I buy resource starbases from the AIs, or rush-build social projects on my recently acquired planets.
Are those newsgroups only available through the Stardock server? They don't seem to be generally available? Why doesn't Stardock create a forum like this one for each of its games, for consistency?
According to the metaverse combat simulator, the defender wins 2/3 of the time, for the reason Zed F said above. Also, the hitpoints are a bigger factor than you think. Pick the same stats, doubling the attacker's hitpoints, and you now win 98% of the time. Cut your hitpoints down to 40, and you now lose 99% of the time.
I upgraded to drengin.net and was wondering if there was a forum for discussing The Corporate Machine and Stellar Frontier. For The Corporate Machine: I was wondering if there were any more maps or markets out there? Also, some of the direct action cards are too unbalancing. There also seems to be an AI bug where AIs sometimes go broke in the first game year or two. For Stellar Frontier: Are there any more maps out there? Any plans to improve the AI for playing "human vs. co
Doesn't the AI get a +PQ bonus on Masochistic? This would make the 13s and 14s very worthwhile?
Another bug: if you are doing a "download and archive all", and you exit Stardock Central (or it crashes!), it should automatically remember and resume when I restart (or at least prompt me to resume). There should be a "download, archive, and install" option in addition to "download and archive". I had Stardock Central crash on me, multiple times. I was doing multiple "download archive" and exited while in progress.