Gengsta

Gengsta

Joined Member # 662845
0 Posts 0 Replies 24 Reputation

I hit the wall on alien race #3 that I attacked and just got swallowed after that. Of course, I also made the mistake of rushing a TG. I should just have captured the planet that made it. Also rushing the biggest ones gives you the best tech too!

34 Replies 1,341 Views

Tough is a mixture of intelligent and bright or some other mixture that is comes out to Tough. If you have all intelligents it's Painful. If you have all brights it's Challenging. I think people just like keeping it pure, so Tough just doesn't show up. As far the difficulty multiplier, the proposed ones should be an accurate portrayal of the difficult range that is offered. The most important argument here is whether to penalize players for extending their game just f

16 Replies 440 Views

I think you're exaggerating a bit, but compare it with civilization 3. I timed a turn for gigantic with 5 AIs still active. 19 minutes on a 650 MHz with 256 MBs of RAM. On faster computers(1.6 GHz), it still takes 8 minutes. Just for the AI. The multithreading technique for generating AI strategy is genius. Older cpus might not have the architecture, so interpret as you see fit.

16 Replies 612 Views

Oh yeah, last posts was a bit off topic, but I was getting to the point. Rangers have the speed and sight to seize the initiative during any counterattack by the computer. apparently Staffa knows the importance of initiative quite well - conquering all alien planets in one turn, the same turn he declares war.

6 Replies 445 Views

Fighting blind is never a smart idea unless you are sure of military supremacy. Remember the Art of War, know your enemy and know yourself and you'll win every single battle. That is why i have a fleet of scouts and later sensor drones for advanced scouting. Extremely cheap way of getting a clear tactical advantage. Of course you won't win every single battle, but if you can't win it it'll help you avoid them.

6 Replies 445 Views

I think you have a base moral - some number in the 100 to 300 range. Any percentage points you accrue you multiply by this number and that's what you get for a moral bonus. so your moral might jump by 40% when you get a 20% bonus if the base number was 200. Techs however add to the base moral by 10. (the +10 means +10 added to the base number) the population moral is calculated by subtracting PQ bonuses and penalties and subtracting the population penalties for moral.

4 Replies 265 Views

Moral is very important to keeping power in a civilization. So keeping your tax rates low (~35%) is very helpful. 60% is almost suicide, you are asking to lose the senate. Tax income works such that there is close to a direct relationship between yield and tax rate up to 35%. After 35%, diminishing returns kick in. If you slide the bar up and down, you'll notice that anything higher than 45% doesn't really effect your tax income much. After 65% you'll start having less inc

23 Replies 4,609 Views

well the ultimate victor would get a cultural victory and the comp would throw immense number of ships your way at maso difficulty, it's pretty much impossible to stop

34 Replies 1,341 Views

yep, a bit of micromanagement. If you need to squeeze every last bit of production out of your planets, it's a good idea. If not, don't waste the time. Frankly, I hate micromanagement, but quite necessary on the highest difficulty level.

6 Replies 2,640 Views

not so, every starbase contributes quite a bit of influence the bonus culture is additive, but the total effect increases according to a square function for example: 1 starbase with +200% culture produces X base points of influence for 3X total influence 10 starbases with +200% culture bonuses + 200% * 10 = 2000% every starbase contributes X points of influence 10X base influence in sector 210X total influence (from starbases alon

24 Replies 3,425 Views

Espionage is very good information if you can use it. You basically have their entire stats page. It is fairly expensive to get all that information, but the information guides me on the approach of attack, (cultural conquest, military conquest, or letting an alien civ do it for me) As far as getting beyond advanced, I haven't found a point to it yet.

13 Replies 647 Views

Yeah, 1.05 Maso is very difficult, but with proper micro which is a huge pain in the butt, it's possible to win the whole thing. Getting the first TGs is important, but difficult, and quite a guessing game because there isn't any extra cash for expionage. Crippling is fairly easy - well relatively easy. The problem I have with maso is that the AI beats solely you on the inherent advantages, map reveal, economy bonus, etc. rather than military strategy, diplomatic actio

24 Replies 746 Views

yep yep, has anyone noticed that the second option Terran Manufacturers??? is ridiculously overpriced? I think you end up paying more in total than for the third option. it's a good idea to corner Translators or Grav Accs for their power. Although if you do get it by United builders and sell it immediately to the other races, you can get quite a profit. Mostly I go for tech though.

4 Replies 300 Views

yeah, when attacking capitals it's a good idea to lay off on the tidal disruptors: normal tactics are best information warfare is ok, but unless moral is around ~45 it doesn't really do much: a bit on the expensive side and usually requires destabilization mass drivers are great at just destroying planets and if you think about it, it isn't cheesy to use a suicidal force just to attack using mass drivers. Think of it as planetary bombardment. speaking of which the

20 Replies 714 Views