Toby200

Toby200

Joined Member # 2423988
0 Posts 0 Replies 66 Reputation

I've noticed the AI go nuts on expansion too. However, because they don't cheat, they just run out of money and fall into recession for ages, letting everyone catch up. Yes I've seen this quite a few times, also with Arceans in my last game (coincidence? not sure). They expand like rabbits early on and then just grind to a halt. Indeed, there w

8 Replies 6,928 Views

Woah, why so much hostility? I totally concur on some of the points. Ship sleep command - please please please! Secret police centre, Galactic Guide Book - Never ever built either of these, has anyone? Selling techs one at a time - very tedious. Fog of war on the mini-map I've not really checked and I'm not fussed about. Frequent crashes? Maybe you need to look at your machine or your drivers, the game's been very stable indeed for me with

17 Replies 11,537 Views

Some good posts here! I love reading this kinda stuff. Population management is definitely a big issue in 1.1, so keeping those troopers happy pays dividends. At least some racial morale bonus really helps me the way I play, I'm always short of cash so I tend to go for +economy politically (Federalists ? My memory is awful!), and I always figure extra social/military prod/research is good. And throw in some luck and pop growth for good measure <img src="http://images.stardock.com/gc2/

10 Replies 7,099 Views

Is there any particular area you tend to fall behind in? E.g. do you run out of credits, or people, or can't crank out ships fast enough? There's a thread on starting-tactics here: Link which has some useful ideas - though everyone has slightly different opinions!

9 Replies 6,347 Views

[QUOTE]Does anyone have a solid enough grasp of the economy to explain to me the benefits of using the sliders vs focus on planets and which method is preferred? The sliders apply to all planets and make a straight % difference to the balance between social/military/research, nothing is lost in using these (barring a little rounding). Using the focus buttons on an individual planet has the advantage of control at a micro-le

7 Replies 7,327 Views

If you look in the debug.err file in the installation directory after a game, it lists all the tech trades in there and you can see exactly what the AI traded and with whom. Remember that diplomacy ratings have a significant influence on how good a deal you or the AI will get, so you may perceive that some race gets "preferential" deals, but most likely they just have v good diplomacy. I find the AI very willing to trade non-military techs

2 Replies 3,583 Views

Spending started at 6bc. I bought the factory on the 700% tile and the spending went up 7bc. The normal charge on factories is 1bc. So, it only charges for one factory while giving the output of 8. I demolished the factory and the spending went back down to 6bc. I bought a xeno lab on the 300% tile and the

22 Replies 7,551 Views

I do something similar but stop buying ships a bit earlier than that, as my economy is always going down the drain at the start so I need to keep a buffer of funds. If I run too low I try to trade tech as much as possible to keep afloat. The biggest difference I make is with the tax rate. I keep mine deliberately low, which keeps happiness and therefore growth rates up. I build an entertainment centre fairly early in the development of any h

3 Replies 2,405 Views

You can check out the review from PC Zone UK on the web at pczone.co.uk - though I don't know if the paper-version goes into any more depth. The criticisms aren't without some justification, but imo are mostly quite shallow and a little perserverance would have let them see the gameplay beneath that makes the game what it is. I do so wish though that the tech tree would let you see what the new buildings/weapons/starbase modules actually give you! <FONT s

54 Replies 21,247 Views