Mumblefratz

Mumblefratz

Joined Member # 2547964
9 Posts 885 Replies 27,288 Reputation

I'm pretty sure that'd make suicidal nearly impossible. I think it would make it harder in some sense but not impossible. I don't think it changes the begining to mid game phase much if any, though I think it would make the suicidal game take longer and be more competative towards the end. This is the benefit in my mind. Currently IMHO

12 Replies 5,585 Views

Yes. It's probably not something you could shoehorn into the current design. And yes, it probably could be applied to pretty much anything. The problem with things like buildings is that I'd think you would want someone to have to actually build a new building to get the improvement and not just have your NLC for example simply produce more and more as you continue to develop your research tech. I'm not sure how you would work this. The basic motivation behind this idea (for m

12 Replies 5,585 Views

Here's an idea to consider. There's no real reason that the Tech tree couldn't be infinite for such things as attack value, defense value and even speed. You could make a "final" tech in each of the three weapons and defense categories that you could continuously research and keep getting continual improvements in attack and defense values. You could do the same with engines. This is similar to the (very limited) research that was in Spaceward Ho. You'd want the amount of resea

12 Replies 5,585 Views

Besides the spending slider you have three sliders that select the distribution of the spending allocated to military production (MP's), social production (SP's) and research (RP's). Any two of the three sliders can be set and the third will be determined by the requirement that all three must total 100%. Both social and military (ship) production comes from your factories plus the production component of your civilization capitol or initial colony. Research comes from research buildings and the

8 Replies 4,308 Views

Fourth from me. It's just too annoying to have the last few planets surrendered to a friendly race - especially if they're planets you want! I wouldn't mind them surrendering to a friendly race, but I'm Good and I'm fighting a Good race (they declared war on me to begin with) and they surrender to an Evil race they hate. That bugs me.

16 Replies 8,860 Views

My pet peeve that I would like to see changed is the requirement to have to use a program defined set of save folders - This is the only program I have that dictates use of "My Documents" and in fact is the only thing in there. I totally agree. I hate the cutesy My Documents, My Computer and the entire cartoonish look of XP. At least I can renam

24 Replies 16,998 Views

There are many legitimate methods to manage pop as indicated in the above posts. Yet another to consider is IMHO one of the best kept secrets in the game, and that's spending 6 of the 10 racial ability points you have on the 70% pop growth ability. It's expensive but I feel it's worth it. There's a cap on pop growth at 200M per turn. The racial ability is the only thing in the game that's applied after this cap. Early in the game, if you keep your home planet's pop above 5B and

11 Replies 4,167 Views

If you never build morale buildings, then how do you keep you people happy AND have enough people (farms) for a broad tax base? I usually build two moral buildings for every farm. I only use morale buildings to "even" out the morale on planets that lag behind the others. For example in the early colony rush I might build a multimedia center on m

121 Replies 28,578 Views

you got to take into consideration that your comparing a level 4 building with a level 1 building Definitely agree here. The cost of researching up to Stock Exchanges has been increased but even so I'd rather spend time researching stock exchanges and build the stock exchange than build any morale building whatsoever. Although I

121 Replies 28,578 Views

There's an economic bonus of 10%/20%/30% for Republic/Democracy/Federation plus each level gives a 10% Diplomacy and 5% Influence bonus. Not very big bonuses but ones you should try to get sooner or later. You need to have your approval in order (and expect to keep it in order for the rest of the game) before you research these techs otherwise you get what you mentioned. Also if your party does get booted out of power, their bonuses get subtracted from your abilities. The only

7 Replies 3,095 Views

I've also loaded when I meant to save. Besides the time spent waiting for the game to load, there's also the time spent on turns lost because they weren't saved. After being burned by this, I'm generally a bit more careful when I go to save a game, but because this game is so addictive, I'm often very tired when I finally do save the game before going to bed. A "Do you really want to load this?" message would be a nice thing to add.

2 Replies 2,995 Views

and I'm not sure that constantly having an empire made up exclusively of planets with 19 billion population will help maintain a level of interest in the game. Can I get an Amen from the choir? Amen!

82 Replies 22,236 Views

Here let me put your worries aside...Its not STEAM. There now you can install without problems. lol sorry couldn't resist. I have no clue as to what you're saying. What's STEAM? Never mind, I don't really care. I was simply trying to point out that I feel that Stardock Central is a non-essential program that I don't wish to be forced to

11 Replies 7,167 Views

people that want the standalone are usualy people who have the game illagitamately. (sp) I have purchased the game legitimately, I just don't want to install Stardock Central. I have nothing per se against Stardock Central, however I try to keep my system as clean as possible and avoid installing non-essential programs.

11 Replies 7,167 Views

There's a governor under the Civilization Manager that will do exactly what you want. You can change all planets producing ship x to producing ship y. Also, you can change the ship you're producing in the middle of production. The money currently spent on the old ship will transfer to the new ship. You can even stop producing anything and later come back to the same planet and start producing another ship and all the production previously spent will be credited to your current build. Of

1 Replies 3,111 Views

To the Devs, Congratulations on release of v1.3! These things don't just happen without a lot of dedication, effort and hours spent by many people. I'm not sure how many here are familiar with how hectic a major software version release can be, particularly on the heels of a major trade show. To top that off, the only thanks you get is everyone coming out of the woodwork complaining about this, that or the other thing. I’m sure there are far more people that appreciate

0 Replies 1,017 Views

Since the AI does not research sensors (and thus does not get the +1 sensor bonus from the first sensor tech) and thus does not place them on its ships, so depending on the hull size the AI players' ships will have sensor range 2-4 (with the bonus 4-8). So the AI players’ ships will still have shorter sensor range than my ships with "Eyes of the Universe". Planets get a se

28 Replies 28,833 Views

Sorry if this is a lot longer than you wanted but -- UPDATE1.3 will feel almost like a new game. I think this level of detail is excellent. But it's the "almost like a new game" part of this that scares me. I love the game now. Will I love the new game? I don't know. I've written about this pretty much everywhere that I've had

11 Replies 3,788 Views

I don't mind spending money on a game I know I like. Money spent on games that I hoped would be good but turn out to be a POS is what really bothers me. I do buy the rational for no multiplayer (at least initially). With multiplayer the AI can easily be rationalized as just fodder for the human players. Also, not having anyone to play with locally, all the issues of trying to hook up for a game, get one started only to have your opponent give up the instant it's likely he's goi

12 Replies 8,021 Views

If a building costs 50, the first upgrade 100, and the next upgrade 150 total you'll have to spend exactly the same on production whether you go from 1 to 2 to 3 or from 1 straight to 3. With factories, it's probably an advantage to go through each upgrade in order time because the upgraded factories will build the next level up quicker! You'll go 1-2-3 quicker th

6 Replies 3,309 Views

This is a great game and the governors do help relieve some of the micromanagement pain that’s inevitable in a complex game like this, but I do think there are a few simple things that could be done to further improve on the current set of governors. 1). The colony governors are a great idea but sometimes they simply don’t work. I play on gigantic maps with abundant everything. When I invade a late game AI opponent I often need to have 150 to 200 transports on hand before I inv

6 Replies 3,309 Views