citahellion

citahellion

Joined Member # 657592
3 Posts 41 Replies 557 Reputation

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

8 Replies 165 Views

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.

6 Replies 351 Views

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.

110 Replies 2,136 Views

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

35 Replies 847 Views

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.

7 Replies 170 Views

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

44 Replies 4,462 Views

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.

7 Replies 238 Views

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

12 Replies 350 Views

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

6 Replies 243 Views

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....

81 Replies 3,928 Views

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....

16 Replies 409 Views

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).

16 Replies 409 Views