UberSpaceMan

UberSpaceMan

Joined Member # 2136935
0 Posts 0 Replies 195 Reputation

I think it would be great if there would be other ways to get the maximum number of trade routes and increase the amount of trade revenue by a means of "trust" would be great after you've developed the first trade tech. You could have something like plus for "turns since war" *if you're in a war it is a minus* with plus for influence, diplomacy as well as your economic tech and then minuses for other things such as if you have loyalty over so much then people think your private sector may be too

1 Replies 3,083 Views

another need: Make creativity useful. In the description it sounds useful but then ingame you get none of the promised breakthroughs it seems

70 Replies 34,700 Views

The thing about sensor drones was that they were extraordinarily cheap in terms of maintanance and one wouldn't even cost 1 bc per turn, it was more like 5 sensor drones = 1 bc per turn. They coulds be used to explore though as their range would end just outside your influence but they had great sensor range. They were easy to produce as well and you can't build anything which is that cheap and has the same sensor range.

70 Replies 34,700 Views

what I would like is... Bring back the sensor drones! I loved those things. You would have a gigantic galaxy in the beta and have tons of them around your border on sentry or guard. Then, when your enemies or allies passed by into your territory, you would know. Being able to see your allies and being able to use their influence to boost your range. I would also like super techs like Dyson Spheres and there could be something so that you get "Super tech points" which count to

70 Replies 34,700 Views

In case of "nerfers" have it so you can eliminate sections of the tech-tree for a particular game, but the rest of the technologies which descend from it are also gone. But keep a few mandatory technologies like basic warfare techs. As for how to do the tech tree after that, I agree with the above posters, and I think there should be some kind of "Mastery Weapon/armour/starbase module/planetary improvement" because if you read the descriptions of the armour tech tree or the laser tech tree they

50 Replies 27,610 Views

well, the simple answer is that the other race who have to tech to survive will have presumably built to accommodate the conditions and that will mean you will come into an already habitable world. But another element could be added by having a structure on the planet to make it habitable *but would be built like the initial colony so that no space for structures is lost* and then there's a considerable chance *seeing as this alters the planet it should be vulnerable* that it would go boo

2 Replies 3,584 Views

This is really annoying. I was playing when I thought the game was a bit bland with no sound, so I go and download the multimedia. That's succesful. Then, when i try and play it says that the program stopped it in an unusual way. So it's either have a bland game or no game unless someone helps me.

3 Replies 3,968 Views

I'm not sure if this has been discussed any where else but custom races don't get pre-made ships and colony pods cost ten more points in capacity. It really annoys me because I choose trade as one of my choices but it's the one thing i can't use due to a lack of freight pods.

2 Replies 6,042 Views