They boost morale by taking population off the planet. So it's kind of an indirect effect. :) They don't do anything if they're just sitting in orbit, since all those marines apparently go on shoreleave the entire time. :p
citahellion
The other thing that I do to address the fact that the answer to number 10 is basically "No" is to name my systems according to their coordinates. Systems in sector 4,2 would be named 42A, 42B, etc. (Or in a Large or Huge map, 0402A, 0402B, etc.) It gives you at least a general idea of where the system is that is being examined.
Transports acquired a 2bc maintenance cost, too. :( Now it costs me money to have those morale-boosting transports hanging around.
Another thing you can do is to buy as many of their starbases as you can afford, especially influence or military resource bases. You could cut their military rating by a quarter or a third (and boost yours by the same amount) if you buy one fully tricked-out military starbase.
Andi5000, just to answer one of your other questions, getting 100 Corvettes is not a bug. It's a lucky event. Getting 100 Rangers would be a bug, because Rangers are high-end ships that can beat almost anything else. Corvettes are good cannon fodder and military rating boosters, but they don't actually do much in the later game. Also, as long as there are no transports coming in toward your undefended worlds, you can go ahead and take the time to build tougher ships like
doogles, you're probably thinking of a feature of the Metaverse whereby Stardock analyzes the games that are uploaded in order to improve their AI routines, based on how they got beaten. It has been mentioned that an AI may be modeled almost completely on a top player who can beat the game consistently at the highest level, but as Geoffrey said, I don't believe that any particular player's strategies have been incorporated to date.
The primary in-game benefit of the different types of government is that as you move up the ladder, each rung adds 20% to your economic capabilities; so Star Federation is 60% better then Imperialism. Personally I find it very frustrating to have 100% spending and still be making something like 100bc a turn.... I want to USE that money, not bank it. I push for Star Democracy pretty quickly, and am always annoyed when an alien beats me to the next government level. and this guy
Maybe if you changed your nickname to "Incredible_nickname_Page"... :SURPRISED:
At least the error messages are very specific as to where the problem lies, giving you not only the file name but the line and column where the parser cacked. I would say you should check out those files in a text editor and see if they have anything in common, especially compared to a file that doesn't have a problem.
The Stellar Frontiers poll needs an option along the lines of "Heard of it, but never tried it out."
Foulfoot, try: [email protected] Don't know why they don't give her an alias of carielf @ stardock.com...
Early-game strategy: I carefully balance my spending sliders so that I'm spending either 13 or 17 per turn on Military, and devote the rest to Tech. Why? Because 13 will get you a colony ship in 4 turns, 17 will get you one in 3 turns, and anything in between will cause production to go to waste. A colony ship costs 50; 13x4 = 52, 17x3 = 51. If you spend 16/turn on military, it still takes you 4 turns, but you end up spending 64 on the colony ship. That's 12 units that could have g
The other thing is, if you skip developing those +Route techs, then you can't trade them to the AIs for other fun things. I can often get Advanced Battle Armor (cost 4000) plus one to three small techs for Trade Organizations (cost 1800).... By the time I'm getting Trade Org and Conglomerates my diplomacy will get me about a 2.5-to-1 ratio on the value of a trade, and I can do the same trade with 3 to 5 aliens. And, if you're positioned well, they'll send their new trade route to you, so you b
Actually, I agree that the button does not behave in the expected fashion; I would expect it to load the save file that is dated most recently, instead of limiting its selection only to autosave files.
At a Gigantic Maso every day, for 60,000 points apiece, it won't take long to rack up another half million, even with the dividing factor.... I'd say mid-November at the latest!
I believe that the map is scaled to 100%, not to any point value, and that only the top 10 empires are shown, so it's really impossible for the map to fill up unless there are only 10 or less empires.
[edit: posted at the end of the first page instead of spotting the second page of posts. Oops!] [Message Edited]
It only takes me an hour or less to lose a Tiny or Small Maso. It usually takes about 2-4 hours to win one.
check out this link: http://www.theregister.co.uk/content/7/33339.html
elmo3, I can't give you any official answer, but it's always best to finish a game with the same version that you started it in. Vincible, that was my fallback suggestion. :)
Woo! Lookame, I'm an Admiral! Yay! :) That and breaking into the top 100 were my goals. :CONGRAT:
As far as I know, there's no way to do that, Bralex....
Perhaps, to combat the Terror Star advantage (and generally slow starbases down just a smidge), there should also be a limitation of one constructor added to a given starbase per turn. Then the AI would have 3 turns to see a Terror Star coming together. I also like the idea of a toroidal galaxy....
Oh yeah, you don't have to actually HAVE 5000bc to build a terror star. If you have 1 bc in the bank you can still build 5 terror stars that turn, and you'll be at -24999bc. And then the next turn you can still build 5 more and be at -49999bc. I would consider this a bug; I don't know if they're fixing it in 1.11 or 1.12....
It takes 5 constructors, plus Terror Star tech, plus 5000bc to make a terror star. The tech tree over at Javascout's web site includes all possible starbase modules. http://webpages.charter.net/trevorpowdrell I use trade and production enhancements mostly (along with resource mining).