marigoldran

marigoldran

Joined Member # 5438169
0 Posts 11 Replies 1,807 Reputation

1. Colonize the star systems further out first, then back-fill. You can get a lot more star systems that way. If your aren't colonizing star systems that are within or near an AI border, then you're doing it wrong. 2. Get ion engines. Put two of them on your colony ships. Get rid of the life support module. Your colony ship costs about the same, but moves a lot faster. 3. Extreme colonization (for the planet

5 Replies 10,076 Views

For example, if you have a +50 econ bonus from federalism and custom traits, does that mean that all of your population produce 50% more taxes? Or does it mean that your income from taxes is increased by 50%? What are the formulas that manage these things? How much money does 1 billion pop produce with say a 49% tax rate? How does bonuses effect that? Also, if you have lots of "global" econ bonuses like for example Federalism, Federation Star Government, an

1 Replies 4,378 Views

With super-breeder, I tend to micro the tax rate so that the newest planets will always have 100% approval. And a lot of times that means Xeno-Ehtics and neutrality and things like Entertainment Centers and Healing Pools. Now that I'm playing more I'm finding those very useful. But keeping at 60-100% of MMR. That's interesting. Why is building too many units bad (if you have the econ for it)? Does it make all the AIs want to attack you?

7 Replies 10,310 Views

Obviously we're talking about the more normal research paths and not the weird ones like the Thalans. I consider ion drives and planetary improvements to be super-important. Ion drives means all your engines costs 10 bcs less, which is fabulous for the early colony ships, and planetary improvements provide those huge bonuses to everything. After that if there's tech trading you probably want xeno communications and universal translator. <

7 Replies 10,310 Views

Let's say you're in an isolated start. There's a clump of planets near you, but you're on the corner of the map and there's a big empty gap between you and the rest of the galaxy. Can you build a constructor and make a starbase in the middle of the gap to bridge your units across to the other side? That way you don't have to waste valuable early research points on an otherwise useless tech of life support. Furthermore, you can ditch the life

4 Replies 6,380 Views

Get extreme colonization! If that was your answer, then I guess you're weird like me. But no, I'm serious. I don't know how that would do on the highest difficulty setting but on crippling or below it works just fine. I guess it has something to do with the way I play, which is to use super-breeder and torian technology (central mines for the win), politics of federalism with +30% econ boost, +50% military production, and +20% morale boost from cus

14 Replies 17,423 Views

Yeah, except that if you choose evil and the Altarians are in the game and anywhere near you, expect to get pounced upon. Their paladin status combined with super organizer means you're going to get attacked a lot. I prefer neutral. Better at avoiding wars. The evil civs want to attack the good civs and vice versa and everyone just kind of ignores you, which is exactly how you want it to be.

14 Replies 15,109 Views

Yes. But once the war is over, their planets convert to you and you win. [e digicons]:grin:[/e] But yeah, time to put the difficulty up a notch or two.

2 Replies 3,780 Views

For some reason people think that they need to assign fighters/warships to starbases or something. Pfft. The idea: 1. Build starbases. 2. Build ONLY starbases. Influence starbases, economic starbases, heck even a military starbase here and there, it doesn't matter. 3. Get starbase fortifications and fortify them. 4. Watch the AI suicide their fighters into them. Laugh. Why it (kin

5 Replies 14,223 Views

The strategy below is hardly optimal, but it's funny as heck in a masochistic way. Idea: 1. Colonize 100-150 planets with super-breeder and Torian technology. Build some farms and get the planets to about 18 bil pop. Don't bother with defenses. Quantity has a quality of its own. 2. Max out econ with governments/custom points/federalism. 3. Build industrial plans. 4. Use industrial plants to

2 Replies 3,780 Views

Spamming industrial factories was perhaps not the best idea... it made the game 10 hours longer due to the fact that I had too much production, which meant too many ships, which meant each successive turn took 1 minute longer THAN THE PREVIOUS TURN. Eventually won an influence victory. Never built a single offensive military starship. Next time in that situation I think I'll just go full research and win a tech victory. I think I built 2000+ const

11 Replies 17,896 Views

I should consider a higher difficulty level. Still, fortified starbases are pretty much invulnerable in the initial wars, when the AI is mostly on fighters. Put armor on them and they literally don't die. That way you don't have to put any research into silly things like "lasers" or "missiles" (what are those?). Also, it makes management a lot easier. You don't have to move around several dozen ships/fleets at a time. Al

3 Replies 4,312 Views

The problem was that I couldn't raise the tax rate or I'd be making even more money. And I couldn't lower the tax rate since I had already hit pop max for most colonies. Eventually I decided on spamming industrial plants and constructors. Even still, the situation is now 40,000 in the bank. Thankfully I'm finally running a deficit, though my approval rate is still catastrophically high. I'm afraid of raising taxes bec

11 Replies 17,896 Views

Let's say you're playing a large or larger map. Defending your far-flung colonies can be difficult right? They're far away so your spaceships can't reach them in time to defend it against attack. So instead, just build intensive farms in those colonies. Obviously this works better with super-breeder. Once the pop is high enough, taking those colonies with enough troop transports becomes cost-prohibitive for the AI. Combine this wi

3 Replies 4,312 Views

Let's say you're playing a large or larger map. Defending your far-flung colonies can be difficult right? They're far away so your spaceships can't reach them in time to defend it against attack. So instead, just build intensive farms in those colonies. Obviously this works better with super-breeder. Once the pop is high enough, taking those colonies with enough troop transports becomes cost-prohibitive for the AI. Combine this wi

0 Replies 2,051 Views

One interesting way of defending is: 1. Starbase fortifications. They become stationary juggernauts + 2. Intensive farming!!!!! (For the population boost). 3. Mass colonies everywhere. The AI simply can't take over your colonies or destroy your starbases, in which case they can't hurt you. To take over a single one of your 18 billion pop colonies would require like 4-6 troop transports, a tremendous

12 Replies 54,808 Views

Ok, this is the situation: 1. I'm running 49% tax, 100% spending. 2. My approval rate is 94%. 3. Espionage spending is maxed out. 4. I have over 24000 billion credits in the bank. 5. I'm making 500 BCs/turn in extra money. And that's before I set up trade routes. What do I do????????

11 Replies 17,896 Views