fsk5809

fsk5809

Joined Member # 647130
0 Posts 1 Replies 430 Reputation

I think that the surrender choice also depends on the overall game state. If someone is dominating, people tend to surrender to them. If the game is close, then relations and alignment are more of a factor.

40 Replies 1,067 Views

Another undocumented feature: If your transports are in a fleet, you can have them all attack simultaneously. You can also have them attack individually. The advantage of having them attack indvidually is that you get a separate roll for each transport. Also attacking indvidually, you can use one of the nasty attacks, knowing it will fail, but not damaging the planet. The transport that finishes off the planet can then use an ordinary attack. If you have a group-transport attack, a

22 Replies 4,835 Views

AIL.ST in message #77: It turns out that, on the trade screen, 12k for 0 turns is a lump-sum of 12k. 8k for 1 turns is 8k this turn AND 8k next turn. So, you're paying a total of 16k. This behavior totally confused me, until I realized what was happening. Really, the "for 0 turns" and "for 1 turns" screen should emphasize the payment is the current turn plus that many future turns.

363 Replies 12,730 Views

Has anybody made a definitive list of the AI value for techs? That is, I've seen tables that summarize the research cost. Are there any tables that summarize the AI percived value? This way, it'd be good to know what techs I should trade for, and what techs I probably should research myself.

11 Replies 310 Views

The game breaks down the score for you at the win screen. You get a rating for social, military, economic, etc. They are added up and converted to MPts. Your MPts equals your metaverse score. It seems that, in 1.04, speed of victory is most important. Yesterday, I got 2,000 for a fast win on tiny/rare/normal.

6 Replies 156 Views

You can also "space" your population. Build transports, which are cheap and have an upkeep of zero. Keep your population in cold-storage in space. When you're ready for an invasion, or get some more +morale, put your population back on your planets. You can also move your population to underpopulated planets. I start moving population as soon as morale drops below 100. You aren't getting your maximum growth rate on a planet once morale drops below 100.

6 Replies 215 Views

This is a well-known problem. Solution #1: Play in windowed mode, and keep a notepad file where you track the sector location of each resource. Solution #2: Fill the map with enough sensor drones to make sure the fog of war is completely eliminated. Eyes of the Universe helps with this.

1 Replies 136 Views

I think the problem is that the AI players don't trade as aggressively as the human player. I heard that trades are now being recorded in the metaverse data, so I expect the AI will trade much smarter in future versions.

22 Replies 486 Views

Bill Petro asks: >Any chance we'll get some way to tell how overpopulated a planet is? This can be done in the current version. Go to the planets list (F2), and sort by Morale. The planets with morale of 53 or lower are overpopulated. You can then build the morale-enhancers, or use transports to move the population elsewhere.

87 Replies 19,509 Views

The scoring got a lot more generous in 1.04, and scores on gigantic were decreased. I was getting 100 for a tiny/rare win in 1.03, and I'm getting 1500-2000 in 1.04.

4 Replies 2,107 Views

Here's my detailed bug/feature list: Enemy Anomaly ships should not be called "USS Corvette Fortune". They should be called "Drengin Corvette Fortune", or the AI should rename to conceal that this was an anomaly ship. Minor races should not be allowed to destabilize a major race, because a major race is not allowed to destabize a minor. If your trading partner gets culturally assimilated, you get to keep your trade routes, but some of the other information can get cor

363 Replies 12,730 Views

Also, I think that minors tend to start building a trade good or wonder as soon as they get the tech prerequesite. The majors are more busy with expansion, military, or building up their infrastructure. The minors tend to build wonders or trade goods, even if that isn't their best long-term strategy. The majors are more intelligent about deciding whether or not to build a trade good or wonder.

9 Replies 320 Views

If you build the culture starbase in the same sector as the planet you want to convert, you get 5x the effect compared to building it in an adjacent sector. See the current version of the user manual or the encyclopedia for details. However, the AI may object to you building a culture starbase in their sector. Unless you have a clear military lead, you're risking a war. If you build the culture starbase in an adjacent sector, the AI doesn't seem to mind. You only get 1/5 the effect.

2 Replies 97 Views

I believe that in 1.04, the AI can't beat you to a tech victory. If the AI researches final frontier, the game keeps going. In fact, I heard that you can even trade for final frontier to get a tech victory. The rumor is that in a future version, a tech victory for the AI will be an option.

9 Replies 338 Views

The minor races get lots of money, so they usually get to buy the techs they don't have. Then, they can focus on researching the more advanced techs. Whenever a major AI gets a new tech, I think they tend to sell it to the minors. I don't think the minor races cheat. They do get lots of starting money, a high-quality planet, a good economy, and a good cultural resistance rating. They get a full complement of trade routes even though they only have 1 sector, so they can fund

9 Replies 320 Views