Be aware that the negative morale factor due to population is capped at -80, which occurs around 24 - 25 billion usually. If you can get that under control you can then add as many farms as you like. More pop = more tax revenue I've had populations up to 90 billion plus with only 3 Zero-G Arenas and 1 Stock market on a planet. Those +300% farm tiles are very useful indeed, and nothing needs
Magnumaniac
If I were to join the metaverse, would low scores drag down your overall efforts? Not at all - the Empire totals are the sum of all it's members individual scores, so any score is a bonus! Being part of the community of an empire is all ab
On a 300% farm building you essentially build 4 farms on the same location Which means you need almost 6 morale Morale penalties due to population are capped at -80, which occurs at around 24 billion population. Anything above that will not affect morale any further. In my experience you never need to build more than 3 or 4 entertainment bui
Nice one FC! There's still a big score difference between Military victories and the other types. My early calculations seem to indicate that it's at the following ratio. If Military Conquest = multiplier of 1.0 Cultural = 0.7 Alliance = 0.6 Techno = 0.4 That's a lot of hard work for a really crummy score.
Possible glitch - or maybe by design... Saw a few threads on the forums about planets with Re-Education Centres actually being culturally flipped, so tried a few things in game and came up with the following: I was culturally dominating the Arceans so they built a REC on their homeworld - the little red skull icon disappeared as expected and that planet was safe and wouldn't flip. After a couple of years, all their other planets had flipped and they surrendered Arcea (compl
I have seen a score of over 300,000 for 1 game on a normal diff. Level That game was actually played at "Suicidal" (as were all the others in my profile apart from the first 2). It is the Metaverse that is not reporting difficulty properly.
and please add some way to check how many routes we have left. Try going into the economics screen (F4) and selecting the trade tab....
Uh-oh, now you've all gone and done it - you've gone and got Peace Phoenix into formula breakdown and explanation mode. Anyone without an honours degree in applied mathematics would be well advised to leave this thread and never return, because PP is likely to explain the game mechanics with formulae of Einsteinian proportions. Don't argue with him though - he'll be right! Besides,
Join the dark side Fuels Chief, Your icon is way to lilly white And yours is way too blue RED rules with an iron fist
The PQ resetting to base value on reload is the second most annoying glitch I have encountered and would like to see fixed. A couple of easy ones that will just be xml edits probably (but I guess doing them myself would invalidate metaverse games): VR Centers only give +40% Morale, whereas Zero-G Stadiums give +55% Advanced Farms only give +8Mt Food, the same as their predecessors. Not had a chance to confirm if the next one still exists in v1.0x (as don't like ha
I'll assume the lack of activity here is due to the fact that you are all out making the galaxy a safer more hospitable place... Haha! Getting the hang of this game now - last one worth 315K Despite what the metaverse screen says, it wasn't at "n
building a troop transport..filling a troop transport..placing it in a fleet.. flying to a planet.. attacking the planet Trade for them.... they come complete with expendable alien troops. Nothing better than seeing a troop ship full of to
Strange - they seem to work OK in my games. I guess it's possible that it was actually completed on the turn the planet flipped as I think the culture flip dice roll happens before updating the build queues. I've often flipped planets with the re-ed center being one or two turns from completion as the AI does actively attempt to stop your flips (seen planets full of Cultural Exchanges).
Yes, it's a new game and there are inevitably some bugs including the occasional CTD that can usually be traced to specific conditions when suitable information is provided (try installing Stardock's Smart Exception tool to assist the devs in identifying your problems). Posting such a negative tirade against the company that has, in the opinion of many here, the best pre & post-release support policy bar none is not going to win you many friends or elicit much assistance. T
Welcome GTR! This place is starting to look like Galactic Guardians anonymous (with the occasional Canadian iniltrator) rather than the Galactic centre of diplomacy. P.S. Only kidding DG, not trying to usurp your honourable empire in any way
Great support as always! Cheers Stardock. A few small bugs that should be quick fixes, but are really driving me demented at the moment (OK, so I was probably demented anyway, but these just amplify the situation)... 1. Please fix VR Centres - currently they are a -15% downgrade on their predecessors. 2. PQs get set back to original base values after reloading (i.e. losi
Alternatively, sell the AIs the techs to enable the first 4 mining upgrades early on (they don't often research them on their own), wait until they've built their constructors and upgraded the mining starbase, then buy the whole thing off them for a couple of other techs and some makeup cash. No-one gets hurt (OK, so there's a downside to everything) and you've got a better developed mining starbase at the end of it. <img src="http://images.stardock.com/gc2/T_DL/smiles/BigSmile.gif
11. Savegames. Sometimes, when saving a game and then reloading, the other races (major and minor) had other techs than they had before the saved game. I do not know if this only applies to the techs, but I would expect the same scenario after saving a game and then reloading. This is as of now not the case. This is a hangover from GC1 - whenev
Hey Gandalf, some of us are called "Galactic Diplomats" for now - but lets be honest, only one type of diplomacy is acceptable when dealing with the Yor... the big stick, AKA the Greldonizer So come on over and join the fun
Free starbase upgrades & invasion tactics... who cares if most of the galaxy doesn't like you, they're not going to be around long enough for it to matter If you choose evil, you're focusing on domination. Trade and influence are weak You a
Any sub 6 planets (or sub-8 with no future development tiles - i.e. yellow ones) use as dedicated research centres. If they've got a manufacturing booster tile, slap a factory on it along with a starport and they can also churn out ships when you need them too. Even with no shipbuilding going on, the production bonus from the enhanced factory benefits you if you enable Research focus for that planet. <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class="mb-Body-Quote-Ta
The bonuses from mining starbases are empire wide, exactly the same as if a new tech had been researched giving +x% bonus to that stat. Believe me, getting 4 fully developed mining starbases on Influence resources (+59% each) brings the game to a swift conclusion
Be aware that trading tech for money isn't very profitable at a higher AI level Hey PP, as a Diplomat you should know that it most certainly is if you've got a good enough diplomatic edge! Also get to the Galactic Bazar achievement ASAP and t
Definitely a problem with the difficulty levels displayed in the Meta submissions. From my profile: Game 1 - in-game diff = Tough Meta submission diff = Challenging Game 2 - in-game diff = Crippling Meta submission diff = Masochistic Game 3 - in-game diff = Suicidal Meta submission diff = nothing displayed Minor problem only, and I'm sure the folk at SD have much more pressing issues, but I'm also sure you like to know about the probs and will sort th
OK, last game was Huge, all planet options to normal mid-point setting, all victories enabled, max races, suicidal difficulty (doesn't show up in meta submission ). Custom race - 5 pts into Diplomacy (of course ), 3 pts PQ, 2 pts Research. Populist party for more Diplo bonus. Lesson learned -