Thanks!
Entropy68
Question on starbases. Do they affect everything in the sector they are in or do they affect everything in the circle radius you see with the constructors and when you first build one?
Unless I'm am already kicking the bejesus out of the AI, I save all my spies for defensive purposes. I usually start producing them pretty early so I have a stockpile when and if the AI decides to hit me. So far that has worked pretty well, but I haven't played a 1.96 game yet.
I really like the Thalans, though they do take some getting used to. In my last few games I didn't bother researching the main research and manufacturing buildings. The early ones simply cost too much in maintenance and the later ones are very expensive to research (unless you have creative, as noted above). Instead, I've found it much easier to simply trade for the manufacturing and research building techs I need when I need them and put my research into other areas. Also, I've found that r
I noticed some odd behavior in my last game. Specifically, the AI fleets seem to pretty consistently focus their first attacks on the smallest ships in my fleet. For example, if I had a fleet with two large hulled ships and one medium, the enemy consistently attacks the medium ship first. So what I did is make a medium ship with lots of defense (vs missiles in this case) and almost no defense on my large ships. I had a decent military tech advantage over the Drengin, so I went after th
It's been a net benefit for me as well. While the AI tries to build ships, I just turn of ship production and research the techs I need for either fast transports or the ship techs to take out the pirates.
Is there someplace that has the complete 1.95 patch notes?
Kudos from me as well. What you've said kind of matches my latest score. It was a tiny/painful/alliance, and it initially scored 6600, but when I just checked it dropped to 617. That seems to jive quite a bit with Frogboy's post above. It is about 1/3 to 1/4 the scores I was getting with the same settings on 1.04. I assume those scores will be adjusted at some point.
I can see your point. I mainly used it to build TG's fast, or quickly research an important TG or wonder tech before the AI got it. For that purpose, it seemed to work pretty well.
Doesn't seem worth it unless you're playing on one the larger galaxies. All the anomolies get eaten pretty quickly on the smaller ones.
Sheikh of Canned Air, Andrew George Patrick, The Diseased
Twirlip, Those are the settings I used for this game - plus I had Diplo Trans. I'm still wiping the alien drool off my boots. I was playing painful, so I'll have to bump it up to Crippling and Maso to see the effect there.
I tried something a little bit different in my latest game and it seemed to work pretty well. I found that maxing, or nearly maxing, the sliders at key points in the early game can really help. For instance, with the new leasing system, I couldn't really afford to lease Diplo Trans outright, so I set my social slider to 90%, research to 10% for a few turns. This took a lot of the cost out of my eventual lease, but it had the beneficial effect of giving me Habitat improvement, Soil enrichment,
I was experimenting with buying starbases after reading another thread here, and I bought a fully upgraded influence from the Arceans located in their home sector. The capital flipped to me a couple of turns later.
Yes, if you trade to get a trade good from another civilization, you get the benefits of that good. You can't, however, trade it away again to someone else.
Don't know if this has been said before: In the .60 version (don't know if it happened in previous versions), the social summary screen appears to be incorrect. I had each of the AI's giving me tribute at different points during the game, but the trade and tribute column didn't show any of this.
Just finished a .60 game and here's what I found with the leasing system. The numbers are the total cost listed in order from the outright buy to Mitrosoft: Colony Ship: 584 493 871 869 Yes, leasing with the second option makes colony ships cheaper than buying them outright! Same goes for Soil Improvement: 472 386 743 869 Diplomatic Translators: 7440 10290 8606 17836 Frictionless Clothing: 4448 537
I also noticed that the multimedia and bonus pack had updates as well - from 007 to 008 for multimedia and from 006 to 007 for the bonus pack. The history doesn't give any details for these. Anything important we might be interested in?
I just launched stardock for the heck of it, and 1.04.60 was there waiting! Here's a list of the changes: Tweaks/Enhancements: + New lease system implemented. + New AI economic/research enhancements (smarter technology pathing) + Minor Races get diplomatic penalties in trading (easier to take advantage of minor races) + Diplomacy ability more important during trade. + General AI tweaks to be more intelligent overall, all civs. + Evil races smarter about co
I was playing a medium maso game, had a bad start and was getting creamed. I was down to one system when suddenly the Arceans surrendered to me. I was able to survive another year thanks to this out-of-the-blue gift. I was the weakest player in all respects, so it was really a surprise. [Message Edited]
This isn't very scientific, but I had the option of winning alliance in a small, uncommon, painful game by allying with the Arceans and Yor. I saved, did the alliances and received a 1660 score. I then went and smashed the Arceans and allied with the Yor. Score was 1773. I quite the game there as the Yor had built up a huge fleet and I didn't want to take the time to kill them for the military victory. I think there should be some kind of multiple for the difficulty level - a small
After reading this thread I tried to buy a few starbases on my current small, uncommon, painful game. I couldn't get any takers, but I was still in the mid-game tech-wise (only a year or so from military conquest though). I offered about 4 mid-level techs, 4 Low-mid end TGs, and about 2k buck for a partially upgraded econ. I can see that if the price doesn't scale to the large maps that they could become relatively cheap though.
[quote]A "cheat" is anything the AI can do functionally that you can't.[/quote] Bruce, I don't necessarily disagree with your definition, but using it means that virtually every computer game ever made "cheats"; so what's the point of complaining about this particular game's AI "cheating?" Also, like I said in my original post, if we had $100 million dollar computers to run our games on, then maybe having the AI calculate the minutia of everything would be practical, b
Another definition" If I lose, I didn't cheat hard enough. ;)
*Begin rant* I think I've had my limit reading threads and messages on this forum about how the AI supposedly "cheats." I'm tired of it. Every computer game ever made has built-in AI advantages to off-set the vast power that human intelligence gives us. If there weren't these advantages given to the computer, it would never win. Lets take the extreme example of the Deep Blue or ASCII White chess computers. You could easily argue that they "cheat" because they can evaluate s