JaxomCA

JaxomCA

Joined Member # 714452
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[quote]Tribute = 4294966996 bc/turn. Huh?[/quote] [quote]I don't know how you ended up with that tribute, but that's a negative number.[/quote] I have never seen any other value under the economy tab on the stats window. That was true for all version since 1.10, I can't tell before that, I didn't own Galvic before version 1.10 :) I suppose it is probably 0 at the start of the game, I keep forgetting to check it when I start a new game. ;) Could it have some

236 Replies 8,807 Views

On ne peux pas proposer des lois. A tous les 2 ou 3 ans, une loi est presenté au planetes unis, cette loi est choisi au hasard parmi une vingtaine environ. A ce moment, tu places ton vote et la loi est mise en vigueur selon le vote gagnant. ~SDC~ [Message Edited] [Message Edited]

14 Replies 362 Views

[quote]This would be problematic if you defend you SB's with capital ships, when would an attack be an act of war ?[/quote] If you protect your starbases, the AI to would have to decide to declare war on you or surrender to your overwhelming culture. :) [quote]try to make it harder for the human player to exploit the AI's weaknesses[/quote] I don't think your proposal would make it harder, it would only take longer to achieve the same results. I believe the scoring cha

14 Replies 399 Views

Possible issue with the prison event. I won the ownership of the prison and I am told it is on planet Earth. This is suppose to triple its production value yet I have not noticed an increase in production, even after a couple of turns. Would I see it in the production bonus on the planet details? If so, it is listed as 275% which adds up to manufacturing capital, hyperion center and the 3 factories. Saving and reloading doesn't change the planet's production either. ~SDC~

408 Replies 17,850 Views

I have to agree with Sirian on this, make it possible for the AI to win and teach it to at least defend against cultural bombing and terrorstars. One way to do this might be to make it possible to attack and destroy a non-ressource starbase and terrorstars without declaring war. Then if the AI is taught to destroy starbases in neighboring sectors, you will have a much harder time to win by culture or alpha-strike terror stars. Constructors within a sector you own should also be fair game to atta

14 Replies 399 Views

I am 100% certain that Matthew is correct. Once I have enough espionage to know what techs the AI is currently researching, I often abandon my current project to research a tech the AI is just beginning. That way I can trade it to them a couple of turns before they actually research it and loose nothing of the accumulated research on my original project. ~SDC~

10 Replies 2,652 Views

[quote]That would be possible through trade[/quote] In one specific case, I very much doubt it was a traded tech. The offending major was stuck in the NE corner of the map and had to go through my territory to reach anybody else. Although I am not sure where is survey ship was, maybe it got teleported and allowed them to make contact with somebody else. ~SDC~

408 Replies 17,850 Views

[quote]The AI beat me to several wonders that I usually get[/quote] I have noticed that too. I did not play a 1.13 full game yet but I started and abandonned a few games to try out some things. In every start, some minor civ would build the Diplo translators sometimes between june and october of the second year. In one case, frictionless clothing, Tri-steel and the stock exchange were built by various civ before th end of the second year! :SURPRISED: It used to do that in 1.12

2,022 Replies 54,328 Views

[quote]I would guess that this is because the tech tree is hard-coded into the AI?[/quote] I often see a major AI with Basic Environment while still lacking Medical Theory. The AI seems to not care too much about the tech tree :) ~SDC~

408 Replies 17,850 Views

You would get this more often if you played gigantic. Although I have seen it a couple of times on huge maps. Nothing mysterious, it only means the terrorstars have 1 less range than the constructors. Should they be equal in range?

40 Replies 5,016 Views

The UP comes up and, oh surprise, it is a vote on something other than war tax or influence bonus. Good, it's the tech sharing issue, the Drengin knows many techs while I have none to trade them. We are the only 2 empires in the UP, I choose 8 techs, the Drengin chooses 2 techs and win the vote. Well 2 is better than none but the game hangs at that point. Nothing works on the keyboard, can't alt-tab to desktop, can't ctrl-alt-delete to kill the task or reboot so I had to powerdown the computer.

408 Replies 17,850 Views

[quote]The problem I have with alignment techs is that I noticed that AIs get to build trade centres once the human researches The Better Way.[/quote] I have also seen research centers already built on planets flipping to me despite the fact that I am the only empire with Terracomputers. It looks like the routine to check what to build next is, hum, faulty. ~SDC~

2,022 Replies 54,328 Views

The crowd rejoice throughout the Realms as we finally reach a million points!!! :CONGRAT: :CONGRAT: :CONGRAT: For those interested in the scoring mechanism, I tested cultural victory on a gigantic/rare map. I saved my game 1 month before getting a cultural victory, stopped all wars and allied with the 3 remaining majors, this gave me 54k points which I submitted to the metaverse. I then went back to the game to let the cultural victory complete, I would have scored 48k points, quit

354 Replies 17,346 Views

I took a break in my conquistador drive to try a tech victory on a gigantic map, just to see if it was worth the points. Well it is quite pitiful, I scored 24k only. So I reloaded just before researching the final tech, stopped all the ongoing wars by gifting techs, made everyone love me by gifting more techs, allied with the 5 majors and got an alliance victory worth 57k. I hope they fix the tech victory scoring some day so that we don't feel cheated on the score. Now I'll try a cultur

354 Replies 17,346 Views

I always use 2 governors, sometimes even 3. 1 governor with lots of morale for the planets lower than 18 PQ, another with lots of production/research for planets of pq 18 and up. Sometimes I setup a special governor prioritizing cultural improvement when I decide to settle pq 14 planets deep in ennemy territory. I do it this way because your higher pq planets cannot use things like harmony generator or virtual reality center if you try to keep all planets at 100% morale all the time. An

354 Replies 17,346 Views

Overheard from the Torian leader at the negociation table after the Human thoroughly cleaned up his clock: "What do our god-like friends, the Humans, overlords of the galaxy who are aware that we were once brutally enslaved and would never want to see us pitiful beings enslaved again, wish from us today?" ~SDC~

33 Replies 1,575 Views

Hello Aaberq, the right-hand side of the + is indeed production/research which you do no pay for. An easy way to see this in action is to start a game with the technologist party and take maximum picks in research. You then set 100% research and adjust your spending until your only colony generates exactly 40 research points (on a large map, 50 on a huge map, probably less on a smaller map). By exactly 40, I mean that xx + yy = 40. To simplify the problem, set your tax rate to 0%. When

3 Replies 2,364 Views

I am not sure whether this is a bug or a feature. Twice now I have seen a colonization event where the "good" choice had less of a penalty than the "neutral" choice. Both were all production bonus choices. One of them had a +25% production for an evil choice, -20% production for a neutral choice and -1% production for a good choice. The other had similar numbers for the various choices. In one case I knew my exact alignment before making the choice and choosing the lesser penalty, that is the to

236 Replies 8,807 Views