[quote]Having said that I will state now that I never use spying or destabilization because I consider it a waste of money that I can better put to my own resources.[/quote] if you put jsut a little spying into each civ as soon as you see them, you'll get results.it'll be very pointless until near the end of the middle game, but then you'll be getting one or two techs from them a year, maybe more depending on how much you spend. near the end of the game, you can completely stop funding
Jogorhan
something's been bugging me for a while. i like having lots of mods, and i make sure they're all on the approved list, but is it possible for there to be to many, and have the combined bonuses create an anomolous score?
when i first start my tech rush, my first big goal is tetracomputers (or what ever it is). it opens about 5 or 6 +10 research techs, which make a huge difference. they take a lot to get, but once you get them, you can research faster that the other civs, and if you're in a bind, you can trade them for quite a bit. i prefer to hold onto them as long as possible, the longer it takes for the others to get the techs, the bigger a head start you have on them.
hmm.... i have no idea if this would work, due to slow speeds on transports, but try taking an out of the way route, if you just go straight from your planet directly to his, they'll easily get picked off. i would get a large fleet (15-25) and send it a sector or two to the left or right. (left side is the altarian side, right? i haven't actually played the level, just looked at it a bit.
i had this trouble with level 2. but keep in mind that you don't have to defeat him, or survive with lots of planets. i won't give away the story, but just remember to just do the objective and it shouldnt' be a big problem, and make sure the other guy takes the brute of the fight.
awsome, thanks guys, that ranking system has always confused the crap outta me.
1. what determines the ranks? the last time i submited a score, i think i jumped up two ranks. is it more affected by score, time regestered or number of games? 2. is there a way to remove anomolous scores? my average difficulty rating is set to beginner, but the lowest i've every played is a single easy game, the rest have been normal or above, the two anomolous scores (which aren't, but that something else completely) are really bringing my rating down.
there are a few i research first, like stellar cartography and universal translator, then i go for the +10 population ones. after that it mostly depends on whats going on in the game. but once i'm able to research the "hyper computer, omni computer" string, i always go for them first. the first one is very research intensive, but once you get it, it makes getting the rest easier. there's a string of 5 or 6 in a row for a total of +60% to research. another tip i like is to research the
I've found a couple of approved mods, but no old ones. one thing that might be the case, do they give you a bad score if you've got too many people? my normal strategy is to culture bomb everyone, so i have games where i don't loose a single soldier to invasion. in the end games on gigantic i average around 4-7 trillion people
i just reformatted, and need to reinstall the game. since i kept getting anomolous (SP?) scores, i want to know if there's a way to know if the mods in the library are "dev approved." i know one or two have that icon, but will they ever go back and check the rest of them or will they just check the new ones as they come in?
well, i solved it in a rather roundabout way, there was only one race who was below neutral to me, so i started a war of attrition on him. i bribed all the other civs to attack him, and started destabilizing him myself. in a year or so i started gaining moral again. i just finished the game with a good 6 trillion people, unfortunately there was a few mods that made it anomolous, is there a person we can talk to about looking at it? i think the problem was ship movement, i got a +1 random event e
in the past few games i've played, i've noticed my moral taking a HUGE hit, i finally realized it was due to another race destabilizating me, but i couldn't tell which. it was a fairly major decrease, was constantly below 60, even at 0% tax rate. how do i figure out who it is short of destroying them one by one?
that event gives a bunch of corvettes, the other one gives a single ranger
edit: i just found out the gigantic sized galaxy was increased, i'm guessing thats why there seems to be less stars around.
seems pretty good so far, some nice weapons techs, some that are alignment specific i believe. also, it seems like events are happening more often. i had two back to back. my only complaint is the lack of stars. it seems there's a slight decrease in the number of stars per tight cluster. there's still lots of clusters, but there's not as many 4-5 star sectors around. has anyoen else noticed this?
i just had a tough/huge one as well. tried resubmiting, but still nothing. my two thoughts are that 1. i had one sector with about 6 full culture/production starbases, so my culture was up to about 150 million in that sector alone. another thing that might have been wrong was the arceans. i had defeated them, and then several months later i got a message from the declaring war on me. i'm kinda mad, this was my first tough difficulty game (:(
theo: the point isn't to have a dozen sectors with one or two starbases per sector. you'd make more if you took them and put them all in one sector, and was able to keep the mini in that sector all the time.
at end game yes. i had tax rate at 15%, spending rate at 2%, and with 100% tech, i was researching the 4D techs one per turn, and making 2-3K in taxes. my trade routes were bringing in about 4-5K a month. a two sector route with all 10 routes going there and 600% trade boost per sector kicks butt.
in the end game, i usually end up well ahead of everyone in techs. when a civ is defeated, they're still around for one more turn, so what i do is to offer them all my techs for all their ships. i can usually get 100-150 ships from a nice sized civ. is this considered a bug or cheese and looked down upon by most people?
i use most of the mods from the library. the only one i've removed was the friggin' photon mine one. i believe it really unbalanced the game, i mean, a full hit points overlord was destroyed trying to take out a single mine. they were just way to powerful.
i've always had trouble with repairing, i would basically just send all my ships out on suicide raids, destroying until they blew up. i would get a few level 2 ships, thats about it. then i started sending them into orbit around the closest system, and in a couple turns, even the most damaged ship was repaired fully, so putting them into orbit does help a lot.
yeah, not too worried about it end game wise.. but i'm on year 5 of a gigantic map, and found i could make about 25% more by finding the right turn/credits. worked out to and extra 5000+
when i first started trading my techs, i would ask for their maximum credits, then see how many turns they were willing to give it. then i realized that i could get much more if i asked for less over a longer ammount of time. i've found that there's a point where the total ammount you get starts going back down. what i want to know is if there's a fast way to calculate the best deal. right now i'm writing down the number of turns and the ammount i get per turn, and finding the best deal. is ther
well, i tried it again and it worked fine. i'm guessing its a mod i downloaded from the library, no idea how to tell which one though
is it possible to reduce a ship's speed to 0? you could wait until a civ's freighter is on leg one, and build a mod to stop it from moving, making it stuck on route one of its journey. nice way to stop a civ with out fighting it.