I've never ever played Korath before now, so I have no idea if this is normal, but: When I use spore ships, I don't get a vote for declaration of war. It's just automatic. More annoyingly, after I claim a world with a spore ship, I'm not automatically taken to the planet to do set up the build queue and such, so I have to go to my Colonies screen in the civ manager and look for planets with zero population. Also (and this may be intended, I don't know), it doesn't appear that p
Phaedyme
Uranium, that's interesting. I was reading somewhere else here about how AIs investing in colonization techs is what lets human players get ahead in suicidal/tiny games... :) I can't remember who posted it, and I have no idea if it's still true.
It's an easy button to miss. :p
Everyone starts at 3000 BC. I'm looking forward to more economy tweaking for individual races and the game as a whole, especially if we're supposed to have more liquid income as has been stated. If that goal has been changed, I hope that gets stated soon. :)
I do find more bonus tiles on rare than on abundant habitable worlds, but I rarely find two +700% tiles on a single world. I've played rare habitable a few times since, and it hasn't happened again, at least not in my favor.
I haven't seen it since the last patch. I'm going to start another protracted game to see if I can make it happen, though. Those games are sooooo tedious, but I hardly ever find bugs otherwise. ;)
This is true - when I've had a hall, I've had several surrenders to me, and when the Torians had the Hall in my last game, they ended up owning half the map because of the number of surrenders to them.
I had this happen too, but it was in 3d, and I totally forgot about it because trying to build a terror star before researching all of the terror star techs caused the turn button to vanish. I was able to select the ship and give it orders, but it completely vanished by the next turn. I'll check my copious saves from that game and see if I can find it.
What about the summary screen?
Well, right now you've got two serious problems - the Dread Lords and the Terrans. Unfortunately, the best solution to the Terrans is complicated by their alliance (pay everyone to go to war with them). The Dread Lords might take awhile to get to you, but you're probably past the point where the easy win against them is likely. Still, it sounds like you have ships that might be able to stand up to them. Do the Krynn have any starbases along the way to their territory?
You do? I can see red, yellow, and green habitability icons on planets at any level of view. Do you mean colonized worlds?
[quote] You really should go evil and build a mind control center somewhere wealthy. Why? The bonus is global, build it somewhere else and stick an extra stock exchange or whatever on that Economic Capital. [/quote] Okay, whichever. Just build one.
Yes, I had exactly this problem with the Hall of Empathy. I'm pretty sure the Torians built one later on, and all but one surrender was to them (the Iconians surrendered to the Yor). It looks like the Altarians don't get the Good and Evil -> etc techs, and while their additional techs for choosing good (not evil or neutral) are nice, they don't completely make up for not having stuff like the Hall of Empathy.
[quote]no multiplayer - no buy seriously people... no multiplayer??? i will buy this game only when it supports decent multiplayer - hot seat wont do i want LAN no really .. do y
Peppe, Zenicetus, did you build an MCC at any time?
Oh, also, post what problems you're having with it, and there's a chance it'll get balanced so economics aren't so painful for Yor.
* Trade for morale or economic buildings from other races * Mod the Yor tech tree Someone's working on modding the tech tree. The thread is probably in the modding subforum.
Check out the Efficiency line of improvements. It's a one-per-planet improvement that does boost economy. They are lacking in some economic ability, though. You really should go evil and build a mind control center somewhere wealthy.
That reminds me. I need to see if I can reproduce the "game gets stuck when you start building a terror star before you've researched all the terror star techs" bug that I hit a few weeks ago.
Yes, true. Most often, I find friendly races surrender to their (my) enemies, and the unfriendly races surrender to my enemies to spite me.
Groovy!
Was that in DL or DA?
I tried playing the Thalans on an immense map, in the hopes that it'd give me more time to build up before doing anything. What I found, though, was that I had absolutely nothing to do but build colony ships and spend dozens of turns researching the techs that would let me research the techs to build planetary improvements . . . and I was looking at 30 turns at 100% spending, 100% tech just for the tech that unlocks the research, economic, and industrial improvements. Then, I'd have to spend doz
I played on Huge with rare/rare/rare stars/planets/habitable, five opponents (Drengin, Arcean, Yor, Torean, Altarian for that classic feel) and had the most fun I've ever had in the game. Part of it was that I had incredible luck with bonus tiles - one planet had two 700% research tiles, and another planet had one 300% and one 700% manufacturing tile. The first planet effectively catapulted me into a permanent research lead. The other thing I did was accidentally leave it on 8 minor rac
If you make it relative to the tech being researched, make it +100% for that turn, then. Effectively doubling that turn's research, subtracting a week from the time required to finish. Irrelevant isn't good. The 1 bc for a worthless anomaly is fine because there's a chance to be worthless. Don't also make anomalies that are supposed to do something worthless.