Did you ever play Civilization 3, by any chance? A huge part of the game is selling technology to the others. At Normal settings, the AI will actually pay you more for a tech than it costs to just research it. Minor races will pay even more. Make sure to spread your payments over 20 turns--that will net you more cash. That's how you get the money go to 100% spending through the mid-game. Another huge mistake I was making in the beginning was not paying attention to my Colony Ships.
tetleytea
I always go Social zero when I purchase. What you can also do is purchase on a well-defended but low-production world, depending on what the Wonder is. Or with the Influence stuff, screw the defense--purchase on a front-line world. Get the extra influence bonus where it really matters.
New starbase module suggestion: the Galactic Civilizations upgrade. Enemy races come to your starbase to play Galciv. -25% to enemy production.
I experience the same thing. Not just starting, but everything slows down the later the game gets. The tax sliders, bringing up the planet/starship screens, everything. Trading a ship takes like 3 seconds to complete. Most likely Stardock could just tweak their software performance.
Man. No way I'm upgrading to 1.0.5 right now.
I think that's the recurring pattern--don't make Overlord the only tech when you invade.
I sometimes pull the population and sell planets that look like they're going to flip anyway. Almost always to my next victim. Then when I retake it several turns later that resets the flag.
Oh yeah, not to mention I frequently have Research at 0% and still get "Next Month". What's up with that?
My experience with Refresh has been far worse with Research. Improvements & Ships will refresh as soon as I call up the planet screen again, but the Research screen is simply unreliable in the late game. I'll keep getting "Next Month" and not get it next month, or "2 months" and get it next month.
My last game the Arceans were in danger of being assimilated and they sold me their Influence starbase. :p LOLOLOL.
In those cases I think it's legal to save and reload.
Difficulty is not weighted heavily enough. I'm playing at Crippling + 2 Incredible AI's (i.e. half a difficulty level down from Maso), and I got outscored by a player on NORMAL. By a good 1000 points even. And it's not like I skewed my settings. I played Large/abundant, and won in 2188.
One trick you can do is colonize the class-14's and 13's in the sectors where you already have +production Starbases anyway. This has many benefits. You'll get the Soil, +morale, and +econ improvements up in no time. That's all the more free production you've milked out of those Starbases. I've done this before and have been very pleased with their performance.
I experienced the same thing, when Battleship/Dread was the ONLY tech left, but I stole Battleship from Maso AI my last game. He had 5 techs that time. Later, when he was down to 1 tech (Organic Piecing), I got that my second try.
Every time I go to Details to adjust the propaganda, the governor kicks in and changes the social improvement I'm working on. :( grrrrrr....
I had every planet flip to me by 2188 and got a Military victory.
I tried an all-trade once, and it wasn't so good. Trade routes isn't worth 3 points--it's worth 2. Also I can't for the life of me figure out how to maximize Trade starbases; and yes, I've read Ellestar's method. A maxed-out Trade starbase gets me maybe 50bc a turn. Trading techs and trade goods, though, is a totally different story. I'm halfway to Masochistic (i.e. Crippling + 2 Incredible AI's), and trading that is keeping me afloat at 100% spending. I still love my War p
Population increases production and taxes both, but PQ caps out taxes very quickly--to the point that, actually, it's PQ that determines taxes. PQ limits production, too, but the cap is so high (10x PQ) that population is really the limiting factor. That's why trade is so important--because the industrial cap is 10X PQ but the economy cap is only 4X. You have to find some way to fund that last 6X.
Oh, and to answer Gander's question: I defend with Corvettes. Hit first, hit hard, hit often.
Corollary: Pop growth is maxed out when you reach 3333@100 morale, 6666@54 morale. With Aphrodisiac(+50), it's 2222@100, 4444@54. With +70% pop growth, it's 2000@100, 4000@54. With +70% pop growth + Aphrodisiac, it's 1500@100, 3000@54. For this reason, I shuffle around my population very regularly. Low-PQ planets are my donors: I load them into Transports, leaving enough behind to continue capping out pop growth. My Manufacturing Capital i
Why not try and plant a starbase in the Torians' sector? Then he'll be the one declaring war on you.
Cool strategy. I've never done Alliance; almost always Cultural. You mentioned Cultural is hard now, but actually there's ways around it. You can build a starbase on his turf when you WANT war, or if you just finished war with him. A cultural attack is not a peace treaty violation--you're making him violate it. And when they flip you can upgrade your starbase for production bonuses. Very nice. I think you mentioned Battleship is important. I disagree--Interstellar T
You colonize 12's?
Do you build Entertainment? Many people recommend that right after Soil. Entertainment has a really high payoff.
Since the AI gets a PQ bonus, I'd just assume take over his systems and get his PQ bonus. Take some Pop Growth and Influence bonuses for that purpose instead of PQ. And then I'll load Colony Ships/Transports and shuffle around population. This has the added benefit that your front-line systems are productive, and Influential.