citahellion

citahellion

Joined Member # 657592
3 Posts 41 Replies 557 Reputation

The one thing about the 1 IP "fix" that I hope to find is that it's become a relative thing. Setting hard levels like 250 or 500 or whatever seems less effective than an arrangement such as requiring you to give 2% or 5%. Especially since in a gigantic universe I'll have 500,000 IPs to go around, and in a tiny I might be lucky to have 1,500.

81 Replies 3,911 Views

fsk+, you're correct. In 1.1, civs no longer pay you after they cease to exist. Since I never give money to other civs, I have no idea whether or not humans are forced to keep paying a non-existent civ....

7 Replies 2,088 Views

Usually one of the two minors will allow you to Tech whore, the other will be resistant, and Gyb is correct that the two Geniuses are also good customers for your tech whoring. (I've only been able to beat maso on the 3/2 configuration so far....)

7 Replies 2,114 Views

Actually, you can have it on only one or a few systems, if your spending sliders are set low but not 0. This is especially possible early on in the game, when you don't have a lot of production-enhancing capabilities. For example, if your 10% social spending works out to 8bc , and you have 10 planets, then you will most likely have one planet (your highest-PQ system) getting 2bc, six planets getting 1bc, and three planets getting "No Resources."

9 Replies 218 Views

There's a variety of VM programs that will allow you to host another OS as if it were running natively on the hardware, Technician. Virtual PC for Windows and VMWare are the only two I can come up with on short notice, but I'm sure there are at least a couple more out there....

1 Replies 65 Views

For a feature that would make tech whoring a LOT more difficult and (hopefully) interesting, have each race pick two or three areas of strength that they are going to focus on. E.g. The Drengin would focus on +Attack/+Def/+HP, the Altarians on +Diplo/+Influence/+Trade, etc. Weight their research trees toward branches that provide those benefits. Have them value trade according to whether the tech being offered supports their focus (a plus), or the tech being requested supports the other race'

47 Replies 938 Views

I'm pretty sure it's just one at a time, Davros.... Usually if I'm splitting a fleet I'll single-click on every ship in the fleet right down the little display, then go back and select the ones I want, move them 1 (via the keyboard), then re-fleet both sections. Mouse stays in the same area, hand stays over the same keys, screen doesn't jump around, not too much trouble overall.

3 Replies 380 Views

I've created a couple of events but I don't have the resources to make artwork for them. Also created a bunch of new anomalies and a couple of new techs/improvements... I should probably submit those. (I thought there should be anomalies that could help Population growth, diplo, and Trade, so I made some.)

5 Replies 1,351 Views

All you really have to remember, though, is one set of 6 icon positions: StarMap/Planets/Ships/Economy/Diplomacy/Tech. They never move around.

9 Replies 2,660 Views

Anyway, though, I just had another logistically-oriented idea that might be interesting (although it may also be more difficult to implement in the AI again)... but this is related to ships, not starbases: Each ship should be classed as a small, medium, or large ship. Planets would then need to build certain improvements before they can build ships of a given size. You can't build a dreadnought if your stardock is only big enough to manage frigates....

75 Replies 3,769 Views

Oh, there should still be a decent base cost, too. What about the possibility that a resource should have a cost multiplier associated with it? Building a starbase on a Military resource might cost you 30 instead of 10; Morale resources might cost 20, etc. That would make it a little more expensive to take advantage of all the different resources....

75 Replies 3,769 Views

I like the idea that each module that you add to a starbase should have a maintenance cost associated with it. Maybe the Defensive modules should be free, but just like you don't necessarily want to build an Embassy on most planets unless there's a specific need because the cost/benefit ratio isn't sufficient, you also don't necessarily want to slap every possible extension onto a starbase. At a minimum there should probably be the base cost of 10 per starbase, plus the maintenance c

75 Replies 3,769 Views