Nope doesn't work. Do I have install something first? Tried Ctrl Shift Z with their home planet and their ships and nothing happens.
marigoldran
Ooooooooooo. Will try. Thank you.
Is there any way to "cheat" and give the AI more colony ships in the middle of a game?
Is there a way to make the AI build capital ships (if you give them all the techs) instead of those dinky little fighters they like so much?
Thank you. I got it working. Part of the trick is to get rid of the soil enhancement line of techs to make sure that everyone starts with a capital city module AND a starport. If you don't get rid of those techs, the bug that can happen is that your capital city module and initial starport start on an unusable tile, meaning that you might begin with 0 population and no starport. Still playing the Torians. I was considering the Thalans for their massi
How do you do that (make copy of scenario and set new starting race)?
Any scenarios (without bugs) that allow the human to play Battle of the Gods Scenario with other races? Someone's made one but it doesn't work very well.
Is there a Battle of the Gods Mod that allows you to play other races besides terran?
Let him ascend. It takes 400 freaking turns. Declare war and take out his ascension crystals 300 turns from now, assuming another AI hasn't done it for you.
Thank you for the responses. I'm learning a bit. But: How do you manage your early game economy? Do you do it like me, where I crash my econ as quickly as possible, setting up the fastest number of colonies possible, and then setting the spending and tax slider as low as possible (for 100% approval in the newer colonies) and wait for pop to recover? Or do you do it another way? Given the way I play, Torian tech and Super-breeder is probably the
You're right. But the epic feel of huge/immense maps....
In my version harvesters and temple of memories are 1 bc in maintenance. Either way, a minor point. So for a total of 5 bcs in maintenance. About the Torian tech tree being the best: it is highly subjective. But I've tried some of the other tech trees and... arrrgh. For example: the Thalans. Until you get Manufacturing Matrices Lvl 2, your new colonies literally can't build anything. Even after you get them, the lack of farms means
One of the things about AI is that it tends to focus entirely on one thing, and forget everything else. The AI builds hundreds of slow moving fighters. They would move halfway across the map, spending dozens or even hundreds of turns to attack one enemy. But if you bribe them to attack someone else in a different area of the galaxy, the AI ships would then migrate halfway across the galaxy to attack the new target, ignoring the first enemy. Through th
One of the things about AI is that it tends to focus entirely on one thing, and forget everything else. A good example: the Krynn has 200 ships. There are about 100 enemy drath ships in its territory. Instead of focusing on the enemy drath ships, more than half of the Krynn ships are heading towards a research mining base 4-5 sectors away, because the AI is programmed to kill starbases. As a result you get silly situations where hundreds of Drath and
Speaking of cheese, someone earlier talked about the creativity cheese. [e digicons]:grin:[/e] Idea: get the creativity bonus. Set research to 5%. Research Xeno Ethics or something expensive. Cross fingers and wait for creativity to kick in.
The thing with central mining and the Super-Breeder trait is that you try to turn EVERY new colony into a colony-producing colony. Only the Torians can get away with this. If done right (and with some luck) your colony numbers grow exponentially. 1 becomes 2, 2 becomes 4, 4 becomes 8, 8 becomes 16, 16 becomes 32, 32 becomes 64, 64 becomes 128, at which point you win. If the human can get to 100 colonies, he auto-wins.
I've spent hours micro-ing the sliders to minimize colony ship building waste in the early game. It's so absolutely important. I've ended up designing 4 types of colony ships: Ones with 3 ion engines, 2 ion engines, 1 ion engine, and 0 engines. Since they're separated by 20 bcs worth of production, it means I have a gradient of colony ships to choose from to minimize waste. But I wish they would fix this.
One unrelated (but important econ question) and my quibbles with the Yor tech tree (as opposed to the Torian tech tree): Planetary Improvements gives you +10% to research, social, and military. Are those FREE bonuses that you don't have to pay with bcs? Or do these bonuses increase the productivity of your factories/starports/schools but you still have to spend the bcs to get the benefits? Back to the topic at hand: Yes, except that 2 Charging Stalks, and 3 C
Hmmmmm. Major issue though: you're extremely reliant on settling high quality planets because of the amount of space those stalks and collectives take up. Also you don't get as many benefits early on from bonus resources. Central harvesters + Central Mine + Temple of Memories only takes up 3 spaces. Yours take up 5 spaces even with the charging stalks upgrade and you don't get the influence boost. Also, the morale bonus is 5% lower.
Sorry for the necro, but is this thread still valid for Ultimate Edition? Most importantly: let's say you build a colony ship with 200 bcs of spending when it only costs 150. Is the 50 bcs returned to your treasury or wasted?
1. Spam out as many colonies as you can. 2. Micro the tax rate to keep as many of them at 100% approval for the massive pop boosts from super-breeder, while keeping the tax rates as high as possible. 3. Spam morale buildings so that you can keep taxes higher. Consider getting Xeno Ethics. The harmony crystals and neutrality morale boosts are AMAZING for early game economies. 4. Once you hit the econ wall in the early mid-game
Charging stalks are like the crappiest farms ever. Considering the research expense, and the amount of food they produce I consider that entire tech line to be blah until pretty late in the mid-game. I don't consider them to be farms because they suck. Compare charging stalks to central harvesters. Central harvesters produce 4 food and a pop growth boost, and come with no research. It takes a crapton of research to get charging stalks to produce as m
Ok, so you have to get lucky with creativity and Xeno Ethics. But if you can get that tech early through creativity, the combination of the neutral morale bonus and the Harmony Crystal with Super-Breeder means indefinite expansion without having to worry about econ crash. Probably one of the few ways to out-expand the AI at obscene or suicidal.
The problem with the Yor is they don't get farms. As a result their population and thus their tax base is always in the dumps. Compare this to the Torians. If you can get Xeno Ethics through creativity (with custom points), the morale boost from being neutral and the Harmony Crystal with Super-Breeder means you can expand indefinitely without ever worrying about an econ crash.
I still don't fully understand the relationship between the sliders and the buildings, and planetary emphasis. I do what appears to work, which is to set the sliders at 10/20/70 or 10/30/60 so most of my colonies are spamming out research and building buildings. If I need production or military, I have that planet emphasize production or military. Otherwise I run into problems with unspendable resources. For example, if your military percentage is