Surely the name "terror" star gives a tiny clue as which side of the good/evil stance use of such an item falls. ;) However their use as a deterrant is altogether a grey area. I feel that the whole alignment aspect of this game has great potential but could have been handled better. In the old days of pen and funny dice role playing games with real (allegedly) human 'dungeon masters' alignment was selected at the start of a game and playing out of alignment would always
Strek
[quote]Hey damoose, is your preferred title "Fuhrer"? I just want to make sure that you're proposing the Nazi version of ethics. Further, there's no reason to believe that the survival of the human species is dependent on your government.[/quote] Heh, I was going to write a similar diatribe, but I wasn't sure just what his position was on the undefendable old saw of the ends justifing the means. To be clear: The ends never have, never will and never could justify the means.
The path given before is the shortest path, but not necessarily the quickest . The quickest way would probably involve getting Research Labs en-route and possibly terracomputers as these speed up your research significantly. You would also probably want to research Diplomacy to change your government as that also affects the amount of reseach you can do. Before anyone says: "OK smart-arse, what's the quickest route then", I don't know, it depends on too many factors (cl
[quote]5 - AI implications. The AI must be able to use the same system as the player (or, perhaps, a slightly different one for efficiency's sake). It shouldn't have any advantage or disadvantage over human players because of this (beyond having a calculator in its brain, of course, but it always had that).[/quote] A valid point, but not too hard to overcome, the most simple way to program this would for the AI to have a library of governors from which it could choose the best for any g
[quote]The price was only one colony ship with minimum crew.[/quote] A few million crew members, each with family and friends, a million stories, tragically snuffed out by a thoughless tyrant who can't be bothered to follow the colony ships with a transport to save those poor trusting souls. Oh the humanity.
[quote]No. You can not get the trade good's benefits by invasion.[/quote] Tis true, last night I captured the planet that had the Frictionless whatevers. It appeared in my improvement list for that planet, but it did not appear on any diplomatic screen, so either the minor I stomped had already traded it with everyone (unlikely), or a captured trade good can't be traded (probable but a pain). n.b. this was ver1.13
The Quack [quote][edit: aaaaah! the quotes! the quotes!][/quote] I saw that, it were 'orrible. [quote](Just out of curiosity - how many governors would you picture for a Federation govt in those examples you mentioned - 25 good planets, and 300 good planets?)[/quote] Not sure, I think this would require a bit of play testing, but smaller empires should have more govs per PQ15+ so maybe 4 govs for the small one and as many as 16 or even 20 for the humungous one
[quote] They said something about ridding the galaxy of evil (though I was still neutral, so I don't why they didn't go after the Drengin or the Yor first...)[/quote] The I-League are gifted with precognition, they knew it was only a matter of time before you true evil shone through - or maybe not :HOT:
[quote]1 - Get an overview of all three current spending levels (BC funding set by the empire sliders, BCs requested by planets, and BCs spent at the end of the day) at a single glance.[/quote] Programming issue - When you move ANY slider, the totals should change to reflect the action. [quote]2 - Change empire-wide spending very quickly, without being forced to micromanage.[/quote] Easy - just change the Tax or Spend rate, these should be set for the whole empire, gov
[quote]What is the pratical point of having the constructors back if it takes month to disband a starbase?Better to produce them[/quote] It saves resources, also on a small galaxy where you only have a few planets it frees up planets for offensive production, alternatively in large galaxies it may be quicker to detach a module from a local starbase than to ship one half way across the galaxy. Anyway it was just a suggestion, soliciting comments such as yours :)
Seeing as the star bases now cost so much, I can't help but think it would be nice if on disbanding one you could get the constructors back. Obviously a sudden flock of constructors could unbalance things so how about making it so you can only remove one module at a time, and it could even take two or three months to detatch each module. (I've not bothered with 1.19, if it already does this I'll stand in the corner in my shame)
The Quack: The maths make perfect sense, however it's just adding another layer of complexity, certainly all this maths may well go on, but it should be behind the scenes, performed by the computer. Whilst I can see the merits of the "investment" scheme, again it is adding more compexity, as for diverting money to research this can be done by the method I suggested before of giving the governors the ability (but not the obligation) to set their own distribution sliders. <b
[quote]do i get all of the techs that a race has that i don't have when i invade? Or at least invade their last system?[/quote] In your dreams son. You might sometimes get 1 (one) tech when you invade.
[quote]But this doesn't adress the case of the mid developpement of a planet, where you have plenty projects to build. It is for the mid developpement that I disagree. [/quote] In this situation you can leave the distribution to the defaults set on the main screen, governor sliders would be an option which would by default be turned off. Alternatively and for special buildings you just setup a governor with nothing in the queue but the sliders set for wonder/trade good building and
[quote] I don't understand why you have quoted me in the previous post. I was asking an explanation about what Dirt Craver has written.[/quote] I was trying to make it clear that the production ratios and taxation should be separate, yours was the nearest message that mentioned taxation, sorry. [quote]I understand the concept of having governors sliders, but I personnally feel that you shouldn't link the sliders with a production queue. For me, it is 2 differents things that sh
[quote]Also, say a minor get diplo translators before me, i obviously want it and don't want anyone else to trade for it. If i can't afford to trade for it, can i invade and just take it? If i do, will i be able to trade it?[/quote] Always worked for me. I didn't see any references in the "New in 1.19" thread so it should still be OK.
[quote]Is it better to just keep buidling things in the que rather than waste money, i know that the maintance cost can add up, but is it offset by the increased taxes from increased morale and production?[/quote] No, not really, what's the point of building shipyards on a planet that's never going to build an offensive ship, equally why build defences on a planet way behind the front line when peace is breaking out all over. What I tend to do is build these things until they a
I feel for you; The culture win (ver 1.13, not tried 1.19) is way too easy, I turned that win condition off after my first game. The tech win takes so long it can, as you seem to have found, be a chore just to avoid winning by another route. I tend to use influence to reduce the opposition, then stomp them, hard, I find a military win by far the most satisfactory, but the alliance win is more practical as you don't have to wipe out your final trading partner(s), otherwise financing
[quote]being good is over rated[/quote] Execept for the supurb Trade Centre improvement you get with 'The Better Way'. Of course once that's aquired there is nothing to stop one reverting to ones true evil colours. (cue sinister laugh)
Oops, when I said "valuable cannon-fodder" of course I meant "valued citizens"
I empty the colony first with a transport. Don't want to waste valuable cannon-fodder.
Peace Phoenix: I had in mind later in the game when the majority of planets are developed, the established planets will probably have most of their infrastructure in place so most of their spending will be research and military. However new aquisitions will probably require more spending in infrastructure, while any spent on research would be mainly wasted if the new planet does not have any labs etc. The main advantage of using the governors is that macro-management types can ignor
[quote]but they wouldn't give me that last planet [/quote] But in this case they did give me their last planet, thus ending the game in a bit of an anticlimax. On the subject of stars with loads of good planets, I recently attacked a star with 3 PQ22 planets all with defences upto Omega, it took over 30 combat transports to smash my way in! Thats an awful lot of (dead) marines and made a noticable drop in my overall population!
How about this, plainly sliders for each planet is micro-management taken to the extreme (nano-management?), so let's use the governor system and give each governor his/her/its set of sliders, which by default would mirror the main sliders, but could be un-latched with a check-box. I think this solution give a good compromise which won't detract from the macro-managers ability to run a large empire, and will allow the micro-managers some fine control over spending. From a reali
[quote]If you are looking for an empire to join[/quote] Sorry, not especially, but don't let me stop your fun :)