Now that constructors have an upkeep of 1, what do you do with your surplus military production? Before it was automatic to use constructors, because you could always save them for later. They made the "wasted resources" problem worse, not better. Build sensor drones? One problem was that humans were using starbases much more effectively than the AI. The solution is to raise the upkeep of starbases?
fsk5809
It looks like you'll have to go with a longer trade route and building +speed starbases in the other sectors. Since constructors now cost 1 upkeep, what do you do with all that excess military production? Build "nothing"?
I ran my stardock central. It did its self-update thing. But I have "installed 1.05.071" and there's no "upgrade" button. The "download" button for other stuff seems to still work. I have BonusPak 1.0.007 and Multimedia 1.0.008 and PDF Manual 0.99.011, but no choice for the expansion? I have version 1.10b.199 build 23 of stardock central installed.
That also happens with resources. Resources are much more valuable on gigantic than on tiny. The AI doesn't seem to adjust cash trade values based on map size.
You should NOT build +trade and +speed starbases in the same sector. You put your +speed in the sectors where you DON'T have a trade starbase, so the mini-freighter spends most of its time in the sector with the +trade starbase. If you calculate it right, you can get your mini-freighter to spend almost all its time in the same sector.
This can be abused much more. You can trade your tech and ships to a near-dead civ in exchange for $$$$ for 50 turns, even though they aren't going to be around to pay for it. You can even throw in a peace treaty. This doesn't work if the civ has a negative cash balance. But if they're only slightly zero, gift them enough money to put them at around 500-1000, and then get back 500 for 50 turns.
I'm also annoyed by the "economic resources don't matter after a certain point due to 4xPQ cap" problem. The solution is that an economic resource should grant a cap exemption. That is, the taxes cap should be increased based on your economic resource bonus. The galactic stock exchange should grant a similar bonus. Having the caps is a good idea. There really should be a distinction between "pre-cap" and "post-cap" bonuses.
Actually, you can get more than one tech in one turn without trading. If you get the "+25% to current tech" anomaly, if the boost is enough to complete the tech, you can go to the research screen and choose a new research project. If your research spending is enough to complete that tech, you will get BOTH techs next turn. This is very rare and isn't what's happening in the above scenario.
My above comment reflects my experience, both in the actual score and the score summary screens. It's hard to separate "average approval rating" and "population", since higher morale leads to more population. Also remember that I'm playing tiny/rare/intelligent in 1.05. It seems that, in 1.05, it's possible to double your score by actively prolonging the game. I get 3k-4k for a quick cultural victory and 8k-10k when I go through most of the tech tree and build every wonder an
Try giving a starbase to a minor. It has an interesting graphic, different than those of a major. It's weird that the minors get a special graphic for their starbases, yet they never build one.
I play mostly on tiny/rare. I've made some additional observations: - Turning off "cultural victory" seems to double your score. You then get a military victory by flipping all the AI planets. Similarly, turn off "tech victory" so you can get credit for reasearching each tech, but also the "military victory" bonus. Notice that military victory gets the highest multiplier. When you're about to win, gift planets to the suviving AI so you can get that last trade good and wonder. <
A life force resource gives you the +PQ racial ability just like a morale resource gives you the +morale racial ability. I think that +53% to PQ would be a bit unbalancing. I think that's why they were taken out. Even +15% PQ was way too powerful. Exercise: Try to find something that would be more unbalancing than a +53% to PQ boost.
One annoying feature of variable screen resolutions: The font size must also be a parameter! On some games, I set it to run at 1600x1200 instead of 800x600 and now the fonts are too small to read! Having the graphics appropriately scale for different resolutions is trickier than it sounds.
The speed bonus is not added to new ships on their first turn. It is added on later turns. I'm not sure if there's a bug or a feature.
Besides, you can always gift/sell the planet back to you ally. Even better, build some social projects before giving it back.
Virtual Reality Center I build these in one circumstance. I have a high-PQ planet and a low-PQ planet orbitting the same star (say 30 and 15). The game won't allow me to use transports to land population solely on the good planet; it's distributed evenly. Rather than facing a morale problem on the poor planet, or underpopulating the good planet, I build a virtual reality center on the poor planet.
The problem is NOT that influence needs to be capped. The problem is that multiple culture starbases in the same sector have their effect MULTIPLY, not add. They really should just add. The other problem is that each races' intrinsic cultural restance rating should be something like 50% higher. Plus, the AI does not effectively use culture starbases.
Does the AI intentionally destroy improvements on a planet that's "doomed to flip"? I frequently flip planets that are lacking soil enhancement or entertainment network. Does flipping a planet destroy improvements?
I think map size also matters a lot when it comes to flipping a minor. I don't think the minor's cultural resistance ability is adjusted for map size. On gigantic, you're definitely going to have lots more planets than the minor, giving you a larger advantage before starbases. On tiny, you'll probably only have a few more planets, so you'll need more party palaces to flip them.
Sometimes it takes several party palaces in the same sector to flip a minor. The Carinoids and I-League tend to have a very high cultural resistance rating.
Really, the "end turn" button should change color based on whether or not you have any ships with moves left. The problem is that the "end turn" button does different things. If you have no ships with moves left, it always advances the turn. If you have moves left, and the appropriate user option selected, it moves to the next ship that has a move left.
The problem with that analysis is that the scoring is much more generous in 1.05, and some empires have been around since version 1.00 or 1.02. The scores in old versions have been retroactively decreased. Your statistic measures empire age more than anything else.
I agree with the earlier posters who say that the AIs biggest weakness is inefficient starbase usage. At least one major AI should have "culture bombing" as one of their strategies. Another problem is that the AI doesn't appear to appropriately adjust the value of techs, trade goods, and resources as the game progresses. They should be adjusted up or down based on game conditions.
EBZeroMatrix, #15: New minor races get the same tech as the human player, even if the human player is not the tech leader. This is probably a bug.
Don't forget about other games that Stardock has announced. - Political Machine; coming soon? - Elemental; seems to be like "Master of Magic"; all I've heard about so far is one screenshot