BTW there's no reason not to kick the tax rate to 80%; -122% morale for 79%tax rate and -123% morale for 80% tax rate. I know. But I pretty much always use taxes on the nines just to give myself a buffer. It's a habit. I wonder if I'm in trouble or something. The last post I see is the "Question about manufacturing" post from today at 9
Mumblefratz
Mumblefratz, have you built the Mind Control Center in this game? Yes. I went Evil early and got it as soon as I could. IMHO the Mind Control Center is the single most unbalanced thing in the game. The extra 100% economics bonus is big but I've done almost as well playing neutral. Most games you get 6 economic resources on the gigantic abundant
If you end this game before the end of 2231, it will be reported as 6 yrs long. I wonder what your score will be. Is it a Metaverse game? You did this with v1.31? It is a metaverse game but I started it Labor Day weekend so it's still v1.2. I'm hoping for 300K but who knows. <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class="mb-
He's definitely spending the extra cash to get the bank account under 20K at the end of each turn. He probably also has the double economic event in effect. Most of the time I'm getting it below 20K. Sometimes it's hard to do. I'm buying about 25-30 battleships a turn with 12 black hole erupters that with my military bonus have about 1100 attack
What is the date in the game? What is your empire's population? How many planets do you control? What is your economic bonus? It's May 2231. About 5.5T. 496 Not exactly sure (not at the computer that the game is on atm). Have 5 economic resources at 44% plus 20% Federalist and 30% racial ability. Other than
Would you be willing to write up a strategy guide? Sure. But it's not anything real complicated. Clearly you can't get to these levels until near the end of the game, when you have a lot of planets and control of all the economic resources. But focusing your strategy on economics throughout the game results in an economy that generates tens of th
Getting tired of hearing people talk about how good their economy is "raking" in the cash at a few thousand bc's per week. This is what a "good" economy looks like. BTW the v1.31 rule changes don't really significantly change my ability to achieve this.
Nice idea. The only downside is that for metaverse games it would effectively lower the difficulty. But it might be interesting to try anyway.
You can keep your morale higher and beat the Torian in the rush at the same time. Focus your home world to mil and crank out a few colony ships. Succinct, to the point and effective. Good advice.
By the way the max pop of a class 4 planet is not 2.5B and is not 4.5B for a class 5 planet. Those are just the population where the population growth stops. So why not put down a farm and 3 stock markets and import the population? Yes you could, but why would you bother? This point was in regards to putting an entertainment center on a PQ4 or PQ
Certainly you could add a starport (as I mentioned), but I thought the major point of the OP's question was what to do with small planets without a starport. In no case I can imagine, would you ever need a morale building on a low PQ planet. The max pop is 2.5B for a PQ4 and 4.3B for a PQ5. The base morale at a pop of 5B is 91%. If you can't keep at least 5B pop happy without a morale building there's something seriously wrong with your strategy.
If you don't have a starport on the planet then there's no reason to have factories. Research is probably the best thing to put on small planets because research output isn't dependent on population and there's no real advantage for it to be concentrated on any one planet. For my PQ4's I build 3 research buildings and that's it. For PQ5's I might put three factories and a starport and use them to produce constructors or small fighters, but they're not much use for producing capital ship
One way of dealing with a race that's been difficult to deal with in the past is to be that race. Another is to not select them as an opponent. The point you make is why I always either select the 20% morale racial ability or chose one of the races (Torian or Drengin) that have a "free" 25% morale ability. But neither of the above help you in your current game. The following are some things you can do. All of these things require research and therefore take research time from
As a new player that never played anything before 1.3 I don't think it is "too hard" as a game. It may very well be "too hard" compared to earlier versions because it broke your favorite strategy, I can't really comment on that though. If you play it as a new game and compare it to other games rather than older versions of itself it feels well balanced and definitely not o
For specifically the custom race, I would take 70% pop growth (6 points), 20% morale (3 points) and the last point on 25% luck. For party I take the Federalists for the 20% economic bonus. As far as the other races, I used to play the Drath because they have the best total of "free" bonuses. However, I've come to the opinion that the best choice is Torian (or Drengin) for the "free" 25% morale bonus. To that I add 70% pop growth (6 points) and 30% economic bonus (4 points) and then the
Plus you need to set the GC2 resolution to be less than your screens resolution.
Also, players tend to do things the devs can't, because the pool of players is larger, therefore- the devs won't have a player as good as the best of the playerbase- who discovers these exploits. I wouldn't bet too much on this. It appears to me that the developers who post are kind of obliged to have some games posted to the MV to show at least
But just out of curiousity, were you thinking cylinder (1 board edge) or sphere (make circular map)? Both board edges is what I'm familiar with. Just like the Metaverse Galactic Map. WWW Link" It eliminates the edge effects of being in a corner. Of course, sometimes yo
like i always choose nuetral/good on it cause i think its pretty stupid. I agree. This is one of the lessor benefits one can get for the evil choice. You generally don't have the luxury of only producing ships from a single planet and that's assuming you even happen to remember later in the game which planet it was that has this benefit.
1. Hit points (pretty sure) 2. Yes (positive)
I realize that we'll never get them, that they would probably be unbalanced and that the mechanics of introducing them into the game would be difficult at best. With that said I still would like carriers and think they would be cool.
Why not just go for tech victory then? Because I love to kill! I want to wipe out every planet, every little influence starbase, even those with zero modules installed, every ship, every freighter even every scout! I want to wipe out every shred of evidence that any AI empire even existed! I want the entire galaxy to be perfect and order
An extended tech tree would give you something to continue to use your discovery spheres on that would be benefical to winning the game. As you mentioned, research building do become sort of useless once the tech tree is complete. Supposedly, research continues to add to the tech component of MV scoring even after the tech tree is complete, but I've generally not bothered with it and somewhere in the middle of the game I go back and start changing my NLC's or discovery spheres to stock
More like gameplay mechanics -- the hexagon system has just never caught on big time with games. Too bad, I certainly prefer it but I guess the majority of customers wins out on this one. I always did prefer the hex system but that probably comes from growing up with the old Avalon Hill board games like Afrika Korps and Midway. Also Reach for th
They did that with the alternate reality mod in the library. Cool. I'll give it a try sometime.