It's better if you do it in a different order: send in the constructors first, THEN take the planet(s). Use the starbase to help take out the orbiters. That way you guarantee the military SB will be used at least once.
tetleytea
I think Spies should be left alone in Galciv2. Wait till some other game to try out a new system. However, Super Spy ability is useless right now, and needs some help.
They're aliens. It wouldn't surprise me in the least to have some communal, socialist-like alien race. Actually, I wouldn't expect such a race to need any entertainment at all, even at 100% tax.
I'm playing a Super Breeder custom race with +2 speed now, on Maso, and I'm absolutely steamrolling everybody. It's not even a contest. The colony rush isn't even over yet and my income is already in the plus column, the Terrans are already dead, and I stole Ion Drive from the Korath (I can pick war with whomever I want--no one can shoot back yet). I've got 8 survey ships out there on small hulls, and I can upgrade them to fighting ships at any time. This is nuts! I'm going to finish thi
So I'd say that they are militaristic, and AFAIK there's nothing you can do about. I've found there is plenty I can do about it. I'm militaristic, too.
What you need is a currency exchange. How many BC do you need? Make a check out to tetleytea, in dollars, and I will give you BC back at the current exchange rate. You're welcome!
I build extra survey ships out of cargo hulls. cargo hull, 1 survey module, no other sensors (the survey gives 2 sensor), and the rest engines and life support. They scout for me in the process.
You know that if you drag the slider for gold, the message screen will turn red & green, right? If the AI will take the deal, the message will be green; if you drag the slider way up to where the AI won't take it, it'll turn red.
I've never tried the speed modules, but I should. I always did the +attack and +defense modules, and by the time they enter my starbase's sphere, they're dead. Doesn't matter much what speed they are if they're dead.
For the Good ethics bonus, what constitutes the "5 largest colonies with zero maintenance?" Is that the 5 largest colonies in population, or the 5 colonies with the highest maintenance?
Super Breeder is superior to spore ships in every way. Ermmmm, which one, besides lots of population, that gives some more cash? My point was: using Super Anihilator advanatages is cheap. Way cheaper than Super Breeder. This is just an anecdotical evidence, but I've played and abandoned a suicidal Super Breeder game, because I had there only population, and nothing else (besides bad luck with gaining tech through inv
After playing Super Breeder, I don't think Korath has an unfair advantage at all. Super Breeder is superior to spore ships in every way. They just research Planetary Invasion and they have an unlimited supply of soldiers, the planet is not toxic, and instead of a zero population, the planet blows up into a fully-populated, economically viable planet in like 10 turns without any help.
Then put on engines when you need it, and when you don't, don't. Don't you do that already?
I haven't tried that particular idea, of Yor+Warp field inhibitors, but I put up Military starbases in desperation all the time, and successfully. Are we sure the Yor+warp field speed penalty works that way? Do you see AI ships with a speed of 5 getting capped at 3, and then being slowed to 1? If the inhibitor kicked in first and then it got capped, they would have a speed of 3.
I don't try to avoid war. Actually, I like war. It makes the AI spin their wheels throwing ships at you, and if you've got it under control, just pick them off. If the AI spends all his time building ships that are going to die, instead of researching, that's good for you. You were going to build your ships anyway.
What I didn't get is usually when I pick a stock race, I get 10 points to distribute, but when I picked the Torians, I only got 8. I haven't upgraded to 1.6 yet. DId I miss something? Some races have powerful super abilities, and Stardock compensates for that by reducing the points for those races. Torians are one such race. Doesn't entirely work, though: custom races get the same points regardless of which super you get. <div class="Ar
I understand this problem has a workaround by doing a save & reload.
My understanding of the Altarians is, when they're attacked, all AI's of good alignment automatically declare war on the other guy. If you're a human good player in good standing w/ the Altarians, you get a dialog box asking if you want to declare war, and you can say no.
Speaking of Super Breeder, massed cheap troop transports is starting to look good. It's so easy to hit 99% approval or the farm limit with those guys, it helps just to pull off 1 billion and take their sweet time travelling somewhere.
Looks like I stand corrected on the colonization techs. I just stole basic Radioactive Colonization last night.
Maybe I'm slow (to use Torians, at least), but I just now noticed that Super Breeder seems to be the only Super ability where the Custom Race is stronger than the stock race. That's probably because they nerfed the Torians' morale bonus a little ways' back, and they're giving the custom races 15 points, now.
I seem to observe that colonization techs aren't getting stolen. That includes Extreme Colonization. If anyone else has managed to do so in 1.58x, I stand corrected.
But I'm comparing rush-buying ships outright vs. rush-buying just the hulls and then upgrading. You don't save that much over rush-buying outright if you're not neutral. You'll save some, just not 50%-66%. I'm not sure how relevant that comparison is anyway, since I think you should be just building the hulls in one turn instead of rush-buying them.
IMO, neutral is not the best choice for Krynn, because of the square rooting of population and the declining base morale. That eats into the neutral morale bonus more than it does for other races. Evil has a nice +50 Defense + Artificial Slave Center combo you can take advantage of. On small maps the free maintenance bonus from Good helps a lot more; so does Krynn's Super Spy bonus. And you get to apply the +50 defense to Good's special defenses.
it's better to rush buy the hull only and 'upgrade' to the final ship. You probably save between 1/3 to 1/2 of the total cost this way. But you're playing neutral, right? I don't think you otherwise save that much that way. You know, actually, the hull is cheap. Many of your planets can probably build just the hull in one turn--it takes one turn to rush-buy anyway. All-in-all, not a bad idea. I'm still looking for good & efficient