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.
citahellion
Can't forget the Windischians!
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....
John, a "No Thanks" means you don't post the game to the metaverse; not at all the same as posting a zero.
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....)
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."
Hello Stardockians, At the time I am writing this, the clock on the webpage reads 11:57 pm. When I post it, if it is like my previous post, the post header will say 12:57 am.... [edited for clarity] [Message Edited]
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....
I would say that once you get it there, you have to get your own ship out of its range, to make sure that it casts about for a new target....
In that case you just have to make sure that the escorts have enough to step aside... Or attack one at a time. A possibly painful option, to be sure. :p
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'
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.
What I really want Cotal to tell us is, how the heck is she managing to crank out a Gigantic Maso game every day, and sometimes even two games in a single day?
Yes, a purple star has a +10% influence bonus over a regular system, if I recall correctly.
Yeah, but then you can't trade with them.
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.)
All you really have to remember, though, is one set of 6 icon positions: StarMap/Planets/Ships/Economy/Diplomacy/Tech. They never move around.
Actually I believe that the Military graph does show a representation of your actual current military rating, not just of your spending levels. Not entirely sure about that, though; I'll try to double-check that tonight.
Okay, so it was more of a "Where the heck did THAT come from?" :p
Shark Hunter, there's no on-screen button for it anymore, but you can still delete a save game by highlighting it and pressing the "Delete" key.
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....
AIL.ST, nothing is wrong with your math now that you're using multiplication signs instead of plus signs.... ;)
The extra +50% is certainly a very nice bonus. (5 +10 techs.) I first noticed them because some of the other races developed them. "Splash Damage? What the heck is THAT?"
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....
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