10) Actually, varying levels of completion before rush-buying DOES matter. Very much so. As you near completion, you start paying only 4x the cost. When you have surplus cash, rush-buying near-completed stuff is a great way to jump start your economy. Generally speaking, it is more cost-effective to rush many near-completed things than it is to rush-buy a few big things from scratch.
tetleytea
I think it's just an aggregation of all your AI levels put together. e.g. if the average of the AI's is Intelligent, the difficulty is Tough. If it's greater than Intelligent, the difficulty is Painful. And then if you select the "Random AI levels" option in the beta, you can select a difficulty and then the game will select AI levels for you. Not sure, though.
Is this the one with the Gigantic galaxy and you have to invade the itty bitty planet at the south corner? I played this in pre-beta. Not sure how it works in 1.1--frankly, I think the DL campaign will need some re-balancing in 1.1. But what I did was first get Planetary Invasion, some engines, and some Basic Life Support as quickly as I could. There's not much time to crank up the economy first. Those transports (I suggest two of
Moral of the story: put 1 defense on your fighting ships and send 3 constructors into battle with the rest of your ships whenever you have a major battle ahead. They kick butt.
I go back and forth on whether to build a Manufacturing Capital on a Precursor Mine (700% manu bonus) planet. I keep running out of tiles to build Galactic Achievements on. If you have another 300% planet lying around, it's nice to put your Manu capital there and have two planets churning out Galactic Achievements. But when you get to the high tech levels, though, it sure is nice having that 700% capital really churning out stuff. And you can
Simultaneously maintaining a beta manual and a 1.0x manual would be a disaster.
The starting price of rush buying is 4bc per production point, and it'll go up to 5 & 6bc if you're rushing something big. OTOH, if you match one point of industrial capacity (such as from a factory) with one 1bc, that costs only 1bc.
In the beta, if I'm not producing socially my social production is all garbled. The production isn't being re-routed over to Military, either. Surely Stardock knows abou that.
It's only a game, but when I see production not linked to population, I liken that to how the U.S. has military bases--for example, Fort McPherson in Atlanta, or Fort Sam Houston in San Antonio. Very big population centers, yet small bases. Our military might isn't tied to San Antonio's population at all--it's tied to Fort Sam's capabilities. I don't sweat it.
> +15% population growth (due to family values...) I can assure you, you can definitely grow your population by being evil.
I would be happy if the first expansion was simply par for the course, as far as expansions go. I list what I think those are at the bottom. I already read somewhere that Brad has a "mirror universe" in the works, where the Altarians are evil & the Drengin are good. You're in the pocket universe where the campaign left off. Typical things for an expansion: - New & different techs, Galactic Achievements, etc.. Some unique to
Prior to the beta, I heard the Spin Control center thing works.
Since the beta, I've been getting a lot more tiles for improved PQ, and I'm happy about it. It's good investing in factory, after factory, after factory...and putting your economy into overdrive. The PQ racial bonus is also nice when it puts your PQ over 10 and you get the +10% morale bonus. Not 3 pts' worth of nice, but....
If you played Gigantic on abundant/abundant/abundant I could see that taking a large amount of RAM, but it would take an even larger amount of your sanity.
If you build a stationary starbase orbiting the planet Earth, do you expect it to be able to attack ships orbiting Pluto?
This is not Civilization. I like Galciv2 doing it their way. Besides, these wars are not humans killing each other--we're killing aliens. What I do wish, though, is that the AI would offer you cash to attack somebody sometimes. We're doing that to the AI all the time. I guess the question is, how do you enforce that you indeed do attack.... That shouldn't be too difficult--simply put your two races instantly at war, and disable
If the computer can handle it, I say do it. I think players are nuts going anything larger than gigantic, but knock yourself out.
Torians are definitely overpowered with the pop growth bonus, since it is exponential. However, so am I, with my own pop growth bonus.
I thought the Collectors' Edition promised new, intermediate difficulty levels?
I know. I was able to multitask the NCAA basketball with Galciv2 just fine, but multitasking a w-i-f-e is a lot harder. Can't they understand that when we stare at the computer screen when they're talking to us, that's just because we have multi-threaded brains?
You should read Microsoft's license agreements sometime. Most of these agreements I doubt would hold up in court, if anyone ever seriously felt a piece of software was worth going to court over.
I always considered the game crashes to be an invention of the Arnorians. Right when then aliens are about to conquer your homeworld, the universe mysteriously vanishes and you're zapped into a parallel universe dominated by humans and monopolistic software companies.
Yep. Growth rate among small planets is exponential, yet tax rate is based on the square root of the population. Get those populations up to around the 2 billion mark, especially those planets you conquered.
Before you get that second factory tech--yes, I DO doubt the power of econ starbases, in the beta. I mean, 3 constructors + 400bc just to give a 10% boost? Half of which you pay for? A 150bc constructor to get 10% freighter revenue?
The Capitol should at least be on par with an initial colony, morale-wise. I'm finding all my planets except home being at 100% approval all the time.