Magnumaniac

Magnumaniac

Joined Member # 979425
3 Posts 36 Replies 11,640 Reputation

[quote]What would be really nice is if I could see a map of influence[/quote] Not sure if you're talking about the same thing here, but one of the buttons below the mini-map shows who has most influence in each sector by colour. If you want to improve your scores, disable the Cultural victory condition from the game setup page. You can still play it exactly the same way, and when the last system falls to you, they call it a military victory and you get about 25% more than a cul

15 Replies 3,433 Views

[quote]Maybe i am mistaken, [/quote] I believe you are :) Even at my comparatively slow rate of play, a huge/maso/military would take 3 hours tops, so 4 of those on a Sunday wouldn't be a problem for a dedicated player. According to Stardock, each game started has a unique ID, and can only be submitted once.

15 Replies 244 Views

Same rules apply when you own them in 'enemy' sectors, whether you built or bought them. I see you are currently on V1.20. If you upgrade to Altarian Prophecy V1.49, then it will make a big difference. Firstly, the culture calcualtions have been significantly changed for multiple SBs in a sector, and also most of the SB culture upgrades now cost money to build aswell. Some people hate the changes, others (myself included) don't mind and think it makes it a bit more realistic, a

15 Replies 3,433 Views

[quote]Playing at maso as well, propaganda will come more important as the AI will culturally flip you alot easier then at easier levels. [/quote] Hmm, interesting MC - I've never had to spend anything on propaganda and never had a planet flip to another major. Ain't it good how there's so many different ways to play this game successfully :) :)

24 Replies 3,270 Views

If there is an uncolonised system with a low PQ planet in the same sector as your "target" AI systems, send 10-20 million on a colony ship to colonise it. It will give your influence in that sector a huge boost. Backed up with a few neighbouring culture SBs you should be able to flip the target in a few turns then abandon the low PQ. A bit of a cheesy tactic, but very effective now that culture SBs have been made more realistic. Oh, yeah, make sure you control all the influence resource

15 Replies 3,433 Views

Don't waste that precious starting money by purchasing ships, use it to keep your spending slider at 100% for as long as possible while you build up your economic infrastructure. Spending 100%, Military 100% gives you colony ships on Earth in Apr, Jul and Oct 2178. That should be enough for most games if you play with Rare / Uncommon hab. Only time I ever rush a colony ship is if I find one of those nice PQ26 planets in range, and then dump half my Earth population to it.

2 Replies 109 Views

Don't worry about Greldon - he's just a man with a mission (which he has now successfully achieved). I think one of Mindshock's compatriots, Slothrop banged in about 11 60K masos in one day ;) Basically, it's as Mindshock says - keep tha AIs happy early on, so you can do what you want, when you want, and an Alliance victory will get you 60K on a huge map in Altarian Prophecy V1.49. I'm not as fast as some, but can churn those out in about 90 minutes. To go for a military victo

13 Replies 835 Views

[quote]Specifically, how can I start fights among the AIs[/quote] A couple of points about this... 1. You won't be able to easily bribe the other AIs to attack the one showing as "strongest" on the relations screen. Your best bet is to get the "strongest" one to attack the "strong" one (it will all make sense when you look at the relations screen). 2. A nice side effect of starting wars is that any trade routes between the warring AIs are broken, and they are more lik

50 Replies 8,712 Views

Don't despair Jeff - you've just got to be the best conniving, lying and cheating diplomat in the business to keep everyone happy until you decide it's time for them to die. To that end, take the +60% diplo pick with Populists and bribe / trade like mad. And this is going to be rare... a Guardian backing up a Pirate :) , but take serious note of Cap. Jack's tips above. Wherever possible, trade techs for AI freighters that are sitting in orbit of their economic capitals, and est

28 Replies 1,015 Views

Saved games usually don't work between versions even without any mods installed, so the answer is probably no. It's also recommended that all saved games are deleted when you upgrade, as saving over one created in an earlier version can have some very peculiar results on reload.

1 Replies 142 Views

[quote]With all Civs set to good, youself beeing good aswell, you will never get a war declared on you![/quote] Not quite true, they will still try to "assimilate" you into their empire if you're weak :) and I did say it was a good starting point only. The strategy will work with almost any alignment combo - the AIs regard a strong economy almost as importantly as a strong military. Just keep them happy with gifts and trade, and they won't attack. I have successfully

24 Replies 742 Views

[quote]The Trend seems to be, that those who are finding it easier are playing on normal and below while those who find it harder play on challenging and above... [/quote] I'm finding it a lot easier than 1.2, playing at maso. I've only been playing the original game for a couple of weeks, but the extra 2 AIs mean so many extra trade opportunities. I think the most important starting pick is definitley +60% diplomacy now, coupled with Populists party and I am nearly always tech

24 Replies 742 Views

[quote]Have you tried to park lots of Antimatter missile in orbit of your planets? You endup with a high military power for a small maintenace [/quote] Oh yeah! The AI just fall over themselves to make peace with you once you've got a dozen or so AMMs. They seem to hate the idea of their shiny Dreadnoughts getting scratched :D :D Quite often, AMMs are the only combat items I build during a game - I might trade for a few Phoenix for blasting through orbiting planetary junk pri

14 Replies 268 Views

Surely it can't be too difficult to incorporate "if nothing is being built, there is no expenditure for this world". It doesn't make a lot of sense that your social project expenditure just disappears into the ether. I wouldn't be in favour of individual world sliders, as that would increase the mm too much, but let's make late game development of new systems a viable option in the future.

14 Replies 268 Views

A couple of minor issues... Auto-survey seems to get broken half-way through a game, and just will not work again. It is possible to have more than 1 logistics management center - 1 game I had 2 AIs surrender to me with one of their planets building LMCs (I'd already built one + SRC). As they only had 1 turn to complete I let them finish. Next time I built a starbase it said I had a Logistics ability of 90 (3 * 25 + 15). I wonder what would happen if it got above 100 t

314 Replies 10,320 Views