Maxtipherous

Maxtipherous

Joined Member # 694962
0 Posts 0 Replies 157 Reputation

I agree with Hermann the Lombard -- there isn't enough return for the micromanagement time. A: I only build starship improvements late, after virtually everything else, and only on a handful of prime planets. B: I manage the bottom of the list for Morale. Basically, I build the best morale improvements (stadium, transporters, etc) on every planet, then build extras as needed.

20 Replies 4,375 Views

Obi Wan Kenobi - the topic was maximizing score, not playing Maso. To maximize I believe you need *all* AI's on Incredible, and most, if not all, need to have the opposite alignment. I play pure good, so I set the AI's to pure evil.

31 Replies 864 Views

citahellion Excellent points. I usually build entertainment network, multimedia center, harmony generator, transporters, on every planet, then use vr center, spin control, and secret police on the lowest planets. I have heard of guys that maintain separate build queues depending on original PQ, and I assume they would be morale-heavy. A lot of management either way, but pumping the taxes makes it more than worthwhile.

27 Replies 5,204 Views

Well, I play pure good on gigantic maso, and set all opponents to pure evil. I see fundies maybe 20%-30% of the time. Really wipes out my cultural overthrow strategy (they are damn hard to flip), especially if I happen to be trading with them so I can't just attack a few key points. So now I plan for the possibility of the event, that's all. I consider it *major* possibility, and I like the idea. I have played evil and lost virtually my entire empire, so I don't play evil

37 Replies 1,515 Views

One technique I use to maximize trade is to always start by including all my cash, then trade for the most techs, then lower the cash to the minimum required to make the trade. I have found out that often enouth 12BC was all I needed to get the extra tech!

15 Replies 390 Views

Jexal -- there is a very complex economic model underpinning the game, but this one is easy. Spending your money on social improvements that increase money and morale earns you *increadingly* more money in the long run -- growth produces increased tax base produces growth. LDiCesare -- it is a common misconception that the various scores on the summary screens somehow affect the final score. They don't. Here is the text on scoring (I'm sorry I don't remember who to credit (fr

44 Replies 4,647 Views

Well, relying on trade for income late in the game is a problematic strategy in any case. If you trade with a minor he might get taken over, and if you trade with a major he can always go to war with you. Although I can win on Maso without using a cash exploit, I usually do for expediency -- F'rinstance, in the game I am playing right now a new minor popped up already at war with me, allied with my best friend AI the next turn, and boom now I'm at war. I went back a few turns,

7 Replies 295 Views

I used to have issues starting trade routes on 1.05. maybe 1 freighter in 20 simply wouldn't work, even though another would on the same planet in the same turn. I never found a solution, and haven't had the problem in 1.11

12 Replies 339 Views

Cannot save after second Draginol Event I have replayed from various saved games that happened after the Draginol warning, but before the Draginol takeover and played until the takeover event numerous times. I saved numerous times successfully virtually up until the event. After the Draginol actually take my planet the game crashes to desktop when trying to save. This happened first on an autosave, where the autosave file exists but cannot be opened. All corrupted save files

118 Replies 5,679 Views

vincible -- good point, but even that is oversimplified. Your point is that the 5% bonus is applied to a "base", not what is displayed. Unfortunately, there are numerous econ modifiers (political, starbase, resource, anomoly) and we don't have the calculations to see which bonuses are applied in which order. Secondarily, deciding to build at a certain income level is tricky, because tax level and morale *both* affect the individual planet's income, and both change over time. I t

27 Replies 5,204 Views

Grand Admiral Sherbert -- I disagree emphatically with your strategy of building " . . . anything that increases research and/or influence . . . " These drain the economy with little benefit early on IMHO. I build a) anything zero maintenance (bank is a pure boost!!!) b) econ and morale boosters soil enhancement bank entertainment network habitat embassy mf center fusion antimater During the time I am heavy on the industrials

12 Replies 3,794 Views

Embassies -- 5% economics and 5% morale for 2BC maintenance. Neural Net -- 10% economics for 5bc maintenance. These are both revenue neutral or revenue positive IMHO. I tend to avoid VR center until stadium and teleporters are build, and build it only on low morale planets. How are you doing on maso? ( he asks and then checks the metaverse ranking ) ( sheepishly hits submit )

27 Replies 5,204 Views

Well, if you are concerned about a long war, use cultural attacks to flop his best planets. Alternately, You can spend 25,000 for 100 turns, buy all the Drengin's military (thus shutting down your economy completely) , demand his planets in a series of declaring war and sueing for peace -- haha my latest ugly exploit.

25 Replies 549 Views

yes there is a strong advantage to higher governments. While you may have to adjust your spending down, your production and reasearch is actually higher. In LDiCesare's example net research dropped from 10 turns to 8 turns. On your highest production planets the difference is greater. I have seen posts of people winning on imperial, and I have forgotten to advance my government many times and won, but there *is* a strong difference. Cheers!

44 Replies 4,647 Views

hehe -- couslee, thanks for validating my opinion! stupid, nothing you noted is cheating. Yes, they manipulate the "sliders". They also go to war with each other early and often, if there is a strong advantage, so they didn't have to colonize all the planets. 100 frigates is only 5 or so per planet, also not extraordinary You simply must start the game with 100% military spending and 100% expenditures so you can crank out colony ships in 2 turns. If you have two planet

110 Replies 2,610 Views

a) stay out of war -- 1 IP trick b) bribe the AI's to go to war with each other c) build free improvements and improvements that improve PQ, econ and morale d) manage the morale on your worst planets e) build no military until overlord I start with econ 30%, diplo 40%, morale 40%

33 Replies 4,526 Views

game load bug I have noticed that often an AI will develop a trade good or wonder or whatever imediately on loading a game. Recently I saved a game before attacking. I was obliterated and reloaded the game. Bang, a Minor got aphrodesiac. I reloaded several times to be sure. I reloaded the auto-save from five minutes before and another minor got aphrodesiac.

118 Replies 5,679 Views