hehe same here -- saved at lease two hours.
Maxtipherous
wow -- my gigantic games take three days -- hehe grats!
dang if that didn't happen to me today. I couldn't find the planets and soon abandoned the game as unplayable. Interesting!
well harlan, what you are describing is just plain cheating. we are really discussing game balance. my position is the tech advantages disapear over time which makes choosing an alignment *slightly* less important from a game play standpoint. it is still very important from a diplo and scoring standpoint, of course. By the way I always play pure good, and i usually take the PQ +40% when it happens! I don't think you can take a game balance position on cheating. Cheating can be limi
Maso--all incredible, all the time, and I'm catching up with you, too! Um, pure good, all pure evil AI's, huge (usually), occasional, tight, populist (+20 diplo, +20 morale) +30 econ, +20 morale, +20 diplo (see a pattern?) Cheers!
absolutely! I feel the most important part of maso victories is keeping the AI's a) at war, and b) equally matched. IMHO if an AI is at war with an equal he is not likely to go to war with you even if he is "cool". conversly, I have had AI's at war with three other losers and declare war on me from neutral.
well, the money issue isn't noticeable to me. heck, i didn't even know they cost 5 bc to begin with! I haven't noticed a change from 1.05 to 1.1 in the effectiveness of party palaces, either. And yes, I use 7-stacks instead of 6-stacks, but the calculations show 4 6-stacks outweigh 2 12-stacks by a huge margin (total of 24 constructors in either case). I have found 4 7-stacks are enough to overthrow just about anything even in a huge universe, provided your core influence is high eno
don't colonize the pq14. the difference in your taxable revenue is far higher having just the 20 IMHO, and the military production is useless. Granted I haven't run the numbers thoroughly yet . . .
why should good civilizations take advantage of smuggling, slavery, hypersoldiers (controlled breeding)? Doesn't this make them at least a little more evil? Should having the power of The Dark Side grant good techs advantages in diplomacy? Conversly, how can an evil civilization truely practice Benevolence, or Pacifism? How can an evil, corrupt, untrustworthy regime possibly benefit from the free trade of a Trade Center? All reality aside (hehe), I think the advantages and d
Well, I think the initial rush is overrated. I look for a map that has some isolation so I don't lose to cultural flopping too soon. I might save, explore, then map-out a colonizing strategy. Otherwise, I don't much care how many planets I start with. Lately, getting the initial rush over with quickly has become more of a priority for me, so I can begin building my economy sooner. Secondly, I look for a concentration of good (18+) planets in a couuple sectors. Funny thing, but the
hehe, first of all, don't let them get too big! I think the absolute most important aspect of winning at Maso is to keep the AI's A) equal in power, and B) at war with each other. Along these lines, I agree with ricbayer about research and trade to a degree, but after the first half of the game or so I rarely have to bribe the AI's to keep them happy. Cool is OK as long as they are at war with an equal IMHO. Also, I keep a close eye on the treaties screen, and I usually wait a couple turns a
I find the concept of techs based on alignment excellent in theory. In actuality off-alignment techs can be traded for and used without penalty, which is nonsensical. Maybe there should be either a prohibition for using off-alignment techs or an alignment hit (after a warning, of course). comments? [Message Edited]
by the way, the good graphics don't line up on my system -- the mini-map control box hangs down over the fleet window -- p4, winxp,all-in-wonder radeon 7500, directx 9.0b
late in the game I have been prostituting myself by going to war with a minor like i-league or da fundies, only to offer peace and in exchange for his far-flung planets. Following a blog on "mercinary" I offered war free of charge to a major who was at war with the minor. What a diplo coup! I went up about 3 grades! I tried it again just to see, and the same thing. Wow. Going to war with a minor has about zero disadvantages, but offering war, reaping the diplo, then offering peace seems way
nah -- the diplo bonus for trading with a major is way to good to pass on. I never trade with minors anymore *wink*
congrats!
jeez -- by the time you built 8 deffenders you could have built a transport and taken them over.
Jan -- that was my idea! by the way, I read that a per-module maintenance model was considered. The decision was a flat rate that made it more difficult to build multiple starbases early.
got the event one of the major races has changed alignments several turns after they were out of the game. Double checked they did not appear on diplo screen
gods, I hope cheese doesn't become like easter eggs and spam. didja hear hornel is sueing an anti-spam company for using the name spam in their product? hehe - my last maso win I had to restart because one of the AI's got way too strong too early, and I used the bribing "technique" to good effect early. Otherwise it is was by the book. I look for two or three sectors with 2 or 3 18+ planets, preferably near the corner, close enough to colonize quickly. I also feel that
. . . Or little things I would like to see different. a) hourglass when the system is busy -- or is it just my system? b) no buzz on "next" unless the system is *not* buzy and there are *no* moves left on amy ships -- I finally turned my speakers off because the buzz didn't tell me anything usefull d) button to move all automove ships - separate from "done". continues automoving all ships even if some have remaining movement points, then autoselects one. e) always autosele
Hmmm, the logistics timestamp was just updated again, but I am not seeing an entry -- is it just me?
Greetings! I post occasionally and enjoy the discussion (thanx for the promotion y'all!), but sometimes my posts don't show. Frinstance, I replied to frogboy's request for info on the logistics question. I had some further thoughts and tried to post again, but it didn't show. I tried again today and it still didn't show. I posted a reply to another thread ok. Then I noticed the timestamp on the logistics question was updated, almost certainly with my post, but the info isn't the
not only reassigning, but looking at the ships assigned to them and some management tools like remove ship, eta, etc. Frankly I don't find them useful in their current incarnation.
(duplicate post -- first one didn't show up *sigh*) Question for Frogboy . . . Can you clarify what you mean by " . . . some way to keep the # of starbases under control."? What specifically do y'all think needs fixin? a) limit the actual count? b) limit the module count? c) limit the cultural effectiveness? d) . . . military effectiveness? e) . . . production / trade effectiveness? for cultural issues, reducing the effect from multiplicative to a