couslee

couslee

Joined Member # 691881
0 Posts 0 Replies 24 Reputation

All other cheese aside, I REALLY like colonization events. And considering the impact of morality on the game, is there a mod that lets you have one any time you colonize a planet? I am not looking for special events, just more of the ones already in the game. When first learning the game, I would use reload cheese to see what all the events were. After a while, I would cheese it up to get at least one event per star system (not per planet). Lately I have been trying no cheese games, a

8 Replies 298 Views

Most ppl have stated on the boards that by mid-late game, money is NOT a problem. Therefore added expence for SBs will probably not cause any limiting in the number of SB in the empire. I can see the point in frogboy's suggestion. With that in mind, another thought line would be to only allow SBs in sectors that you control a planet in, or one that has an open resource in it (controlling a resource would have the same effect as controlling a planet in that sector). You would not have to have

75 Replies 3,987 Views

No, not just you. I have had posts eaten before too. Click submit and nothing gets posted. Has happened on a number of threads. Which is why if I make a long post, I copy the whole thing to the clip board before hitting submit just in case.

2 Replies 95 Views

Usually I don't care what they are called, but at times I will add initials indicating colonization events. "Would you like to trade PQ-30 or Moral-25 for that SB and a few techs?" With a quick name change, you can easily find that planet that has the +50% starship bonus.

10 Replies 1,224 Views

not that I am against limiting the number of SBs, but I see all kinds of problems with it. terror stars are converted SBs. Imagine if you will you have a number of constructors, which your paying support for, to use for a TS. you can't build it because you have met your quota using trade SBs. Your stuck with them. If you disband a trade SB to build your TS, then your econ will be harmed. Speaking of econ, if you limit the number of SBs, then you should remove the cap on trade routes. The

75 Replies 3,987 Views

I can see where it's uses can be a benefit. One of the things I noticed that was a bit of a supprize, is how those mini-freighters could give a hoot about planet ownership. I don't want to trade with the Yor. The Yor have a trade route with minor X I capture the minor world. I now have a (free) trade route with the Yor. Being that I was not the one to create the trade route, it does not show up on MY trade route list, and have no way to "cancel" the route.

5 Replies 269 Views

IMO, the major difference between GC and Civ exploration is the ability to build anywhere. In civ, every movement point of the settler means a decision... Move or settle. choose move, then next turn you have to choose move or settle. In space games, you don't have that option. The benefit of that however, is not seeing all the ICS (infinate city sleeze)

49 Replies 1,107 Views

same here Bob. I B-line for impulse, makes the land grab a lot easier. I also plan my colonization strat. If a system has 3 PQ15+ planets, I put 300 colonists on the colony ship, build two colony ships there then move on to other units. Using the minimum of 100m per planet, this works out nice. Systems that only have 1 planet, do not need to be producing colony ships. They get constructor building right away. Earth stay on colony ship building until the land grab is over.

50 Replies 8,984 Views

starting my newest game, I found a little item in the set-up that IMO is sweet. I have read a lot of discussion on choosing the AI morality alignments, and the pros and cons about it. Others have commented about wanting a new dimension to play, that twinge of uncertanity that makes TBS games great. Not having read about it on the forums, I post this neat tidbit. click on the dice, it makes the AI "random". works on both morality and difficulity level. Imagin

1 Replies 141 Views

Parhaps they are not typos. Aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, the olny iprmoetnt tihng is taht the frist and lsat ltteer be at the rghit pclae. The rset can be a total mses and you can sitll raed it wouthit porbelm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Pttery amzanig huh?

14 Replies 430 Views

[quote]then why not rush whatever could stop simple or advanced bombers? No reason. And it would let the AI defend its worlds from bomber raids, wouldn't it?[/quote] Thats exactly why. As the player could also spend a bunch of money to twart a bomber invasion. It would be something you would always have to consider far in advance of the possible threat. If you decide to forgo building an expensive improvement on a non-production world, then you will always have that nagging li

15 Replies 378 Views

What if a bombarding unit was only useable on certain systems? Would not be the ultimate weapon then. To that effect, if they add a bomber, then also perhaps add a system orbital platform. Could not be launched, only good for defending against the bomber, only way to destroy it is via trasport invasion, would be fairly expensive to build with no rush buy option, ect/whatever. Just a thought.

15 Replies 378 Views

Another thing that might be a factor in your empire decision is the story line of that empire. If you find wizzards and pirates not to your liking, there are other unique story line empires out there (ahem, like mine. lol). And of course, you can always create your own empire.

19 Replies 396 Views