Not really. Just make a PQ upgrade (which really should be standard for all planets) and you'll have a productive planet in no time.
Zorlond
Gotta love the redundancy on these fourms! LOL
Yeah, I've noticed the AI adheres to the "colonize nothing below PQ 15" rule a bit too strictly...
Query: Does anyone play on gigantic maps with scattered clusters and rare terran planets? :p
Starbases simply need to use their own weapon pods to defend themselves. See post #9 for why.
Could someone point me to just where this patch has been hidden? I've been searching this site and Stardock's and I can't find it anywhere...
There's another reason I've recently noticed for NOT being evil. After a while of taking every evil choice offered, the game kicks in a progressive, recursive cheat. Oh, sure, they give it an in-game reason, even tell you straight out that it's happening, but it's still an AI cheat to compensate for all the benefits the evil choices give. The story 'reason' is that one of the major empires discovered a precursor artifact that steadily builds up in power, enhancing their empire in variou
I tend towards good, but on various decisions I'll take the middle choics IFF the benefit is significant. I also tend to play as an technological isolationist, which somewhat encourages 'good' play.
My problem is simply that they could completely prevent my invasions with only colony ships. By what distorted logic could that happen? >:(
I was just playing a game where I planned to be the Conquoring Warlord (admittedly, not something I'm good at). I managed to find my first victim quite early, a minor race. I immediately amped up research for transports and snapped out a couple (like I said, very early in the game) to invade, but by the time my transports managed to drag themselves over to the enemy, they had defenders. Colony ships. Two unarmed colony ships in each of their two systems, that's all they had, and it was