I have read that the AI never cheats; at higher levels it gets bonuses (to their economy, MP, SP, research, influence, etc.). Did you read anywhere that the AI doesn't get a bonus to sensor range as well? It took awhile to find the quote but here it is: <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class="mb-Body-Quot
Mumblefratz
Im playing 1.3beta 3X, As you say you're playing it and I haven't so I must defer to your experience. Actually, I'm kind of dreading it because I truly liked the challange of getting planets up to the 100B limit. I fear that high pop just got extremely difficult, if not impossible. I'm not really trying to contradict you or cri
Manufactoring, Tech, and Economic Capitols should be specialized ( Political Capitol too if you bother). And the economic starbases around both tech and manufacturing capitols are helpful. Absolutely agree with the Tech and manufacturing capitols. It's great to get both in the same system so that they can share the economic starbase influence are
I like Technologist party, max MP ability bonus, max Pop Growth ability bonus. In v1.2 Technologists get +20% research +1 sensor. Did this change in v1.3b3? In v1.2 the only party that gets any pop growth at all is Universalists and it's only 10%.
With the increase in the maintenance costs of initial colony and the decrease in the output of the economic and morale planetary improvement in v1.3, can you still expand at this rapid pace? Can the AI on suicidal? Can't answer that question as I haven't played v1.3b3 yet, but my strategy was based on trying to bring my newly colonized planets to
Search through the posts, there have been a lot about racial abilities (I know I've replied to posts about the subject on at least a couple of threads). There have also been a lot of posts about how to win at suicidal. Hopefully not to burst your bubble, but there is no one quick and correct answer to your question. The beauty and difficulty with this game is that there are many different potentially successful strategies. You need to look at the races, their abilities, their
There are dozens of empires out there some with only one member, some with hundreds but what makes some empires more popular that others? Besides just giving you a plug for the Galactic Diplomats, you should do what I did which was to do a little homework on your own. Check out the info that you have available. Look at the empire's top players an
AFAIK, Brad made what changes were made for 1.3b3 himself based on his own thoughts. If one of you wants to compile an official list of tech tree/improvement "problems" and email them to me (click my name above and use the email option in the menu), I'll post it somewhere for the devs to find easily for when they are able to look at it. I'll take
Would you like a bandage for that big hole you just shot in your foot? I've tried waiting and that didn't work. I've tried humor and that didn't work. I've tried pleading and that didn't work. Sarcasm probably won't work any better than anything else but it can do no worse.
With that big increase (300 to 500) in the cost of the NLC, we need the advanced factories fixed. Not quite sure how this relates to morale and farm changes in v1.3 beta 3 or how a NLC cost increase provides any extra reason to fix the broken factory upgrade path, but I do agree with you that the factory upgrade path is broken. But it's not just
Your wrong. I am not sure why, or how, and i have no proof to contradict you, but yah, your wrong. Feel better? Actually you did make me laugh. Thanks
but IMHO v1.3 beta 3 has made morale buildings totally useless. WWW Link + Entertainment Network Morale bonus lowered from 25 to 10 + Multimedia Center Morale bonus lowered from 30 to 15 + Extreme Stadium Morale bonus lowered from 45 to 25 <br
but IMHO v1.3 beta 3 has made morale buildings totally useless. WWW Link + Entertainment Network Morale bonus lowered from 25 to 10 + Multimedia Center Morale bonus lowered from 30 to 15 + Extreme Stadium Morale bonus lowered from 45 to 25 <br
+ Fixed bug where planet quality and number of tiles did not match after choosing Neutral alignment The question I have is how was this fixed. Is the reported PQ merely adjusted down to match the number of tiles or do you now actually get the tiles that someone who was either good or evil would have been able to improve or terraform?
I read somewhere in the Developer's Journal where Brad says something to the effect of (and I paraphrase here) "It's not clear if there's any such thing as a fog of war at the higher AI levels". Since I mostly play at the higher AI levels, I appreciate Eyes of the Universe to get me close to the functionality that the AI enjoys.
Actually government doesn't give any bonus at all to production (SP and MP) and only gives a 10%/20%/30% economic bonus. This is a known "bug" from v1.1. Actually, from what I've read it was a design choice to re-balance because the AI's were not going for it early enough. It's also pretty hard to verify the economic bonus since it doesn't appear in the stats & graphs area.
I typically operate all of my planets at 15B (20B for civilization capitals) which is one advanced farm per planet. I also have no approval buildings on any planets except for the 10% approval bonus for the stock market. I play neutral (+10% approval), take the 20% racial approval bonus, research all of the morale techs early, and, get all of the morale wonders ASAP. A morale resource or two to mine is nice but not necessary. With this strategy I run at 80% taxes with 100% approval the entire ga
I have used econ SB's extensively and never seen an issue though my experience is limited to v1.2. Are you adding the proper economic modules? The econ starbase gives no bonus by itself. You need to add the following modules each of which requires another constructor. Module (Effect) Starbase Factory (SP, MP, RP +2%) Advanced SB Factory (SP, MP, RP +3%) Massive Scaling Center (SP, MP, RP +4%) Smart Drones (SP, MP, RP +5%) Intestellar Collectors (SP, MP,
I've seen this issue as well. It was discussed a bit in the following thread. WWW Link From my experience it happens on any planet that I didn't colonize myself. One responder to my post said it didn't occur with v1.3 beta 2a but I never did hear anything from Stardock about this. I'm hoping they fix it. Someone else said he deals with the problem by researching the terraforming branch early and giving away the te
I'm glad this thread got resurrected. Though there's variation here there is pretty much one common theme and that's starting with one or more factories sometimes bought sometimes not. I think the size of galaxy and number of opponents makes a big difference in effective build strategies. If you're looking to at least keep parity with the AI's colonization at crippling and above, in a huge or gigantic galaxy, I find that buying or even building a factory first limits my colonization rus
I use custom with 70% population bonus and the rest economy. I use industrialist party. I put my starting techs into engines and Stellar Cartography. I recently began to select the 70% pop growth as well. I haven't yet fully integrated this choice into my play style, but I think it can be very powerful. Population is money. A faster pop growth m
I usually build ships that have 4-8 billion troops on them. I ship them from by high population base planets, then once they land the colony that I conquer is virtually fully populated. Interesting idea, it is a benefit to get the conquered planet population back up ASAP. Population is a big part of MV scoring (if you're into that) but it doesn'
I agree, getting all the techs as well as Tir-Quan is important. I usually keep my pop to the 15B limit with 100% approval. The high soldiering doesn't make me invincable by any means, but it certainly increases my odds. My opponent spends 2, 3 or even 4 transports taking one of my planets while I've taken pretty much one of his planets for every transport I have. Also when he does finally take one of my planets he doesn't usually put a combat ship in orbit immediately so I can send a t
If you zoom way in on small area of the map before hitting turn you don't wait nearly so long. It greatly speeds up end of turn time on gigantic maps. Of course, you don't then get to see your own and the AI's movement which can be a bit of a disadvantage, so I usually use this technique only when I have a lot of ships moving at the same time.
I understand that there's a cap on all "in game" population growth bonuses that limit you to a max growth of 200M per week per planet. It's not totally clear, but I think the racial population growth ability is the one thing that gets added after the 200M cap is applied. If this is true then the real max cap would be 200M + 70% or 340M per week. Does anyone know whether or not this is true? Anyway, if the limit is 200M per week, it will take close to 10 years to fill up a 100B planet un