I believe that Frogboy has explicitly stated that they wanted to have improvements that really aren't worth building, or that are at least marginal, just to avoid the "build everything you can" syndrome. (Much like in the old text adventure games, where if you could pick something up, even if it was pocket lint, that meant that it would be important elsewhere in the game. Not so in this case; VR Centers and other items' costs must be weighed against their utility.)
citahellion
Atram, that is very possible. On the left-hand side of the planet screen, it shows you a few stats about the planet (name, class, etc., I don't remember them all). At the bottom of the list is Income and Maintenance. The Income is based on your tax rate and the population; the Maintenance is based on the cost of improvements built on that planet. A good, high-population system might have 50bc in income and 45bc in maintenance, for a net income of 5bc. A fully developed system that
John, If you look at the "Influence" within a given sector, whoever has the most influence is considered to own that sector. Usually it's only when there are two (or more) stars in a sector, each owned by a different race; only one race can own the sector. You can demand money from another race just by going in to the diplomacy screen and selecting some amount of money from their side while selecting nothing from your own side. The text will say something like "We must ask
laserjet, the number of minors is linked to the size of the universe, not its difficulty. Tiny/Small = 2 (Alexians/Carinoids), Medium(?)/Large = 3 (+Scottlingas), and I'm not sure about huge or gigantic. You can ally with Minor races, yes, but it doesn't generally do you any good and in fact will probably only get you into more wars than you wanted. Maso will definitely give you higher scores at the end of the game.
It does seem to me that with an equivalent resource base, the Torians seem to come out better, faster, and/or stronger than the other AIs. It's a good thing their invasion tactics suck.
On the diplomacy screen at least, everything being underlined is a feature, not a bug. The underline indicates a link; you can click on any underlined thing to get more information about it. For the monetary exchange, you can click in the field showing the amount and type in a number, instead of trying to deal with the extremely finicky slider. Don't have any good ideas for you on the save-game load problem... Anybody else have some thoughts?
FYI, in my maso games where only Alexians and Carinoids are in at the start, it's about 10/80/10 of Neither gives cash, Alexians give cash, Both give cash. (This is a rough estimate only, of course.)
In GC for OS/2 they actually did model a couple of AIs specifically after some top players, and even added a minor race named after an OS/2 advocate.
Sirian, In your "Tips & Strategy" page, you mention that a fully-mined resource is worth a 48% bonus. Actually, it'll be 68% when it's got every last mining option built. I like your summary of the different classes of Alliance victory.
Nobody even told me I was one, I just noticed an extra option on the menu one day. I thought it was a security hole at first. :) Probably was a couple of months for me too.
On the lower-quality planets, I'll build Transports or Combat Transports instead of building VR Center and other high-maintenance social projects. Funny how drafting billions of people into the Space Marines unconditionally makes the rest of the planet happy.... :p Anyway, it's cheaper to have 5 billion people sitting in a CT rotting without shore leave than it is to build up VR centers and Spin Control. And if I don't even need the troops, sometimes I'll decommission the full trans
I just go ahead and build the morale improvements on the theory that the planet will get to the point where they need it eventually, and I'm too lazy to go around and switch things at the 0- or 1-turn-left mark.
Probably the first thing you should try is to click on the "Find" button and see if it shows you a ship to move.
Yeah, but then you get 0 trade routes instead of the 1 that was voted in....
A starbase that's built on a resource can mine that resource for the benefit of its Entire Civilization. If you build a base on a Military resource it affects every ship in your fleet, an Economy resource improves every planet you own, etc. Any other modules besides mining only affect the sector that the starbase is in. Trade bonuses, production bonuses, ship-attack bonuses all apply only to one sector. So the aliens are quite rightly building starbases on resources to ge
It's because you WON, of course! Nothing wrong with that!
Basically you have to stack the TS with some other ship, and at some point (not sure how quickly, it may take a while for the bug to kick in) you'll be able to move the whole stack, including the TS, at the rate of the ship that it's stacked with.
Now THERE is a great idea, Gert! I like that. Sure beats trying to write them down.
ricbayer, if you have planets below 100%, then you definitely want to do what you can to get them up to 100%. Raising taxes when you have a planet below 100% will absolutely make it even less happy. But, once you have all or most of your systems at 100%, the odds are good that they would really be at something like 115% or 130% or better, if 100% wasn't the limit. They're at 100% happiness, with a 15 or 30 percent buffer of excess happiness capacity. Because they'v
S1mone, I'm going to guess that LDiCesare meant to say "you should put them in the stickied threads." If you look on the main page, there's a set of message threads at the top of the list. Those are the "sticky threads", they are always stuck at the top of the list regardless of how old they get. Below the last sticky thread (which is probably something like 30 days old) is the first "regular thread" which is probably 5 to 20 minutes old. You just want to open a thread in th
On the other hand, they'll also tend to build their military techs first, so it's often hard to come up with a military tech they don't already have. If you can beat somebody to Deflectors in the early game you'll be able to get just about anything you want for it, though. Aliens place inordinate value on Deflectors (defenders), Interstellar Tactics (frigates) and any ship tech of Battleship or above. I made myself a little spreadsheet of what bonuses, achievements, ships, etc
Any percentage bonus that an anomaly grants is applied to your entire empire (or fleet, as the case may be). Plusses to Hit points, Attack Rating, or Defense are applied only to the survey ship.
I just have to say congratulations on figuring out how to make good ship images. From what I'd seen in other threads here, ship-modeling is the most byzantine and labyrinthine of any modding possibility. :)
Circeus, if you double-click on the name of the ship when it is highlighted (which is in the lower right of the display, just to the right of the bottom button bar), you can type in a new ship name. If you click one of your stars to get the planet display, the "rename star" button is at the top right, above the actual list of planets.
Maxtipherous, it doesn't matter what order the bonuses are applied in, they all get added together into a single factor before they are applied. If you have +5% from anomalies, +20% from government, +20% from tech, and +30% from improvements, then you have +75% no matter how you switch them around. Where it does get complicated, as you point out, is that the base output will change based on your overall spending percentage, your slider settings, population, and morale . If yo