Question for Frogboy -- When you say keep the # of starbases under control do you mean . . . keep the physical count under control? . . . keep the module count under control? . . . keep the influence effects under control? . . . keep the production / trade / military effects under control? if the issue is only cultural influence, change the interaction of their modules to additive (like production and trade) rather than multiplicative. As far as pr
Maxtipherous
Final results from three huge games (1 was 1.05, 2 were 1.1): 2154.2 pop 104 starbases 2763.2 pop 108 starbases 2431.6 pop 101 starbases Hmm, pretty consistant, huh? Perhaps more significant the point when I launched my latest cultural attack my population was 1003.9 and I had 63 starbases. IMHO if the intent is to limit the strength of a massive cultural attack, your numbers are too high. Frankly, I don't understand limiting the number of starbases b
Hmm, what is cheese? My last Maso win (54K) I entirely failed every time I gifted missiles and ships near resources, forgot to keep up with the 1 influence point every 3 turns trick, and completely exhausted my economy bribing the AI's to stay at war. I withstood a random event war dispite having no ships when it was declared. I did use Party Palaces to win, but I certainly did not need to. I had excalibur tech and could have launched a traditional grinding military victory. I did r
Hehe I did it once for fun. I played a single-sector tiny defensive game, and gathered all the resources into that sector. I pumped all the terror stars full offensive and defensive, and was righteously creamed. Looked funny having all the naked resources lined up in rows!!
Wow Ray, I think I disagree with you for once hehe I don't think there should be a diplomatic hit for selling ships to your friends, even if they are at war with someone. In the real world as long as the buyer is not sanctioned by the international community they can buy all the arms they want. It has long been a strategy for a superpower to supply the losing side to prevent a disparity of forces. Secondly, as far as selling ships next to a starbase, then harvesting it yourself, I
Oh, and is it based on the ship value at the end of the game, or cumulative during the course of the game? In the latter case I see an exploit with building and spacing repeatedly. Hmm.
hehe thanx -- kinda surprised me. Of course you maxed out the score the day before!! I broke down and bribed the most obnoxious major to go to war with the frontrunner -- I understand they are kinda inclined that way -- then kept them at war and kept them well supplied with ships *grin*. Avoiding war keeps my resources safe until I can launch my cultural attack. BTW Ray, do military resources add to the military score? Rather, is the score based on unmodified ship strength o
Heck, I build freighters in stacks of 10 and park them as far away as I can. Thet way when I go to war with my trading partner I have an instant replacement *grin*
LDiCesare, You mean they used to cost five? Hehe I didn't know that. I just finished my fisrt extra-huge maso map and had starbases out the sally-port. No cash worries until a zillion sub-par planets started flipping hehe. 37M on a 14! Space them puppies. Darn near maxed out the score, too. Cheers!
Thanx Jeff, I have played a similar strategy to this -- but I can't set military to 0!!! I won a huge maso 1.05 that way, lost one ship total! My little tigbit is build small fleets of dreads and park them next to a resources that you don't own but have a constructor nearby, watch the treaty screen and give them to whoever's at war with the owner. Rarely works, but keeps them a) really happy, and b) at war with each other. Once in a while they just pummle that starbase *wicked l
save, quit, restart and load the save game. I have had this happen twice with 1.05 and this worked ok both times.
I start every game with the following actions: 1) set research to Communication Theory 2) set Mil spending to 100% 3) set Soc spending to 0% 4) set Rsh spending to 0% 5) set Expenditures to 100% 6) set taxes to 60% 7) add soil improvement to Build Queue 8) set Earth production to Colony Ship 9) save the game Then I explore, find myself in an untenable position, CTL-N, and do it all again. Any reason the game cannot save my starting setti
Thanx for your response LDiCesare I am a programmer, and I agree that it would be a waste of time. Poor encapsulation in the term I am familiar with. However, I pointed out the inconsistancy with the default data (wrong size map). It is possible IMHO that the frequency data used is different between the two scenarios. I also agree my sample is too small -- took an hour though hehe. I am really curious if others "feel" the same thing. Cheers!
thanx Qui-Gon Jinn I will remain indie for a while -- I'm holding out for a death-star of my very own *grin*
I have never used the trick of bribing them to go to war. I guess that is a "style" thing. I do use massive starbases though, so I am gonna be in a world of hurt at 10BC each. Lets see, rough estimate . . . Trading Center -- 8-10 manufacturing -- 10 sets of 3-5 curtural takeovers -- 50 sets of 4-6 um . . . 3000 BC / month, plus the hundred or so constructors powering their way across a huge map -- sheesh! I think if the attempt was to make having a fleet of
my 2 cents . . . I can purchase a 2000BC lease when I have 1 BC, but not when I have -1BC. I can offer a diplomatic deal to the extent of my current reserves for up to 50 months, even if I am running a deficit. I cannot offer a deal if my reserves are negative, even if I have a huge monthly surplus. harumph. I don't mind the rules, but the logic escapes me.
I always turn off cultural victory now, because a military victory is worth more points *wink*
actually it was my point. One way of entering the game seems to make the maps vary widely in one aspect (8-15) and the other seems more stable (10-14). When exploring for a good map to play on we, consciously or unconsciously, plot the number of good stars we are seeing against our expectations. If we see fewer stars than we expect in say 20% of the map, we might assume the AI's have a greater density of good stars on the unexplored parts of the map, rather than that the entire map is more sp
sorry -- I will stay indie for a while. Ray, I had 2 pure evil, 2 chaotic evil, 2 neutral. Next crippling game all will be pure evil. And I built all the TGs/wonders I was targeting, and of course took all the others over. One key for me has been to disable the cultural victory. I am still trying for another awesome huge map for a maso start. Basically, I feel I can win once I get through the opening diplomacy "they all hate me" rounds hehe. I like the idea of the AI's changing
I have noted in 1.05 and 1.1x that when a saved game is loaded "first thing" after launching a game, then CTL-N is hit, the map size is wrong. Going from the wrong-sized map to the Main Menu (without exiting) and create a new game -- the map size is correct (the last size created I think, not necessarily the last size played). OK, so CTL-N doesn't give you the setup of the current game, nor does it give you the setup from the last game created or even the last game saved. I think it gives yo
Well Ray, I failed hehe. I *thought* I wasn't buying many techs, but it looks I traded for like my typical 40+ or so. My score was good, 18K MPoints, so I am making progress anyway. Any other tips for increasing score?
Well, I have a good map to try it on, but I haven't gotten past the "we all hate you" stage on it yet hehe. Judging by your scores it looks like it isn't a big deal, though Cheers!
I have been playing maso, winning a little and thinking about improving my score. I wonder how much of a hit it is to buy techs instead of research them. I have been emphasing econ, and spending the money making regular trades cash for techs to keep the AI's happy. (at least I think it keeps them happy!) But my tech score seems lower than theirs, possible because I researched fewer techs. Anyone got figures for this?
Ray, I used your strategy (outlined in an earlier thread) for 100% morale very effectively for several crippling and Maso games. Your unsight in to Econ was inspired. I noticed my score wasn't very high, because I couldn't afford to build a military. The populations maxed out too fast and required very low taxation to maintain at their high levels. I experimented by playing a Crippling map over again but changing my target morale to 75% (instead of 90%). What a difference! I ha
check out my Palace Magic thread in the standard forum