FFAristocrat

FFAristocrat

Joined Member # 603095
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As I udnerstand it, it's not so much a morale bonus as a higher population limit. Class 15 planets have a certain point at which your morale will tank. With higher class planets, that point is higher. So you can have more people on the planet(which means more production all over) before morale becomes an issue. I don't know if PQ itself gives a production bonus.

2 Replies 155 Views

http://www.welovetheiraqiinformationminister.com/ It'd be funny if someone modded the diplomacy bits to... When you initiate diplomacy during a war you're winning: "We have placed you in a quagmire from which you can never emerge except dead.” "I speak better English than this villain Emperor %s" "Our estimates are that none of you will come out alive unless you surrender to us quickly." "I would like to clarify a simple fact here: How can yo

13 Replies 1,754 Views

What might be useful for your editing tool is some kind of party evaluator. I think all the party bonuses are available as chosen abilities. So add up how many points would have to be used to get the equivalent ability permanently. Do the same for the penalties. I think it's safe to say that you'll be in control of the senate at least 80% of the time in any given game. So multiply the bonus points by 4 and then subtract the points for the penalties. That's the

32 Replies 2,488 Views

I think only Mars and Earth are set. The other planets in Sol are randomly generated. There's a chance (like every other race) that you'll end up with another habitable planet or two in your home system. So it'd be weird if they kept the real names and Saturn turned out to be a habitable planet.

12 Replies 436 Views

If you've built the terorr star already, you can blow up planets. No other tech required. I believe they have to be undefended however. Make sure you escort it; it's just as vulnerable as any other starbase.

4 Replies 341 Views

I've had the impression the military and technology graphs, at least, were based upon *spending*. The upticks and downturns in the graph seemed to correspond to when I'd ratchet up one or the other. For example, when Battleships were finally available for me to research, I cranked the research meter up to about 80% until it was finished. Then, I turned military spending up to 80% to crank out a few battleships quickly. Then I returned everything to normal levels(30/30/40). The

9 Replies 252 Views

I don't know how effective limiting trades per turn would be. I'd simply spread my "spam tech" trades out over several turns instead of doing them all at once. Or how about this idea: You can only trade tech/planets/ships/trade goods with civs you have a trade route with. (regardless of who initiated it.) Money and influence would be tradeable always.

41 Replies 912 Views

>>(100 weaker drednaught vs 1 stronger, you always lost your first attacking dreadnoughts - QUANTITY DOESNT MATTER IN SHIP COMBAT ONLY QUALITY). I'm sort of missing what the problem is here. Are you stating that 100 weaker dreadnaughts should be able to attack a stronger dreadnaught without losing *any* ships? Unless they're outclassed several times over, those dreadnaughts will wear the stronger one down pretty quickly, suffering a number of losses along the way. That's how

14 Replies 517 Views

There is no real downside to building them, of course. They're the first things I do on every planet. If you're referring to leasing them is much more expensive and crimps your budget in the future. It's also not necessary to immediately upgrade the planet quality. Typically, your new colonized planet won't have a population large enough for one or two points of PQ to make a significant difference.

22 Replies 960 Views

When you get a trade good from someone, you get the benefit immediately; you don't have to build it. You also can't trade it to anyone. So it's not like tech where you have to worry about races trading with your enemies. AFAIK, when the inventor dies, no one can rebuild it or license it; but those who licensed it before s/he died keep the benefits.

6 Replies 329 Views

I've noticed the same problem with race achievements as well. I built multiple ones in my last game by accident. It should at least disappear from the queue if another planet is working on it. I haven't noticed the problem in 1.01a with trade goods. If I'm building it, and another race beats me to it, it disappears from any production queue that was working on it.

14 Replies 411 Views

Typo in the latest build as of tonight: In the setup screen, the paragraph giving an overview of your empire refers to "it's leader". No apostrophe. ;)

684 Replies 24,810 Views

You can only spend so much on each planet. I believe this is tied to population and planet quality. The spending slider determines how much you're willing to spend out of that maximum amount. So if a planet has $150 bucks worth of capacity, then 50% on the slider would mean you would spend $75 on production there. The military/social/tech bars decide how those bucks are divied up. This is seperate from fixed costs like tributes, leases, etc.

6 Replies 577 Views

Another oddity is the recap screen that comes up when I reload the game. Both times I've reloaded, the bot has noted "We've fallen behind technologically." I haven't been *spending* very much money on tech, but I've have a strong enough military to badger the minor races and the Arceans into giving me tons of tech. At this point, no one has a tech that I don't have. So I should be at the leading edge.

684 Replies 24,810 Views

I have retail plus the bonuspack. The little victory progress tracker is wonky. Right now, it says I have 12 months to cultural victory because I have more than 90% of the sectors under my control. Two problems: 1. The month countdown isn't decreasing. It's been at 12 for several months. Which is probably because 2. I actually culturally dominate only 83% (13 of 16) of the sectors. So the victory condition itself seems to be fine, it's just the indicat

684 Replies 24,810 Views