@Thongor I have to apologize – my last two post haven’t been respectful. It's just that many people say "the AI cheats" because they don't understand how it works. In a first glance I thought you’d be among them, and hence my apologies. After re-reading your posts I’m aware now, that you just want to enhance the AI, which is surely a noble ambition. Although I think you should take into consideration, that maybe the AI knows why he want’s that much of y
Quellar
It depends... do you turn to stone when exposed to sunlight? If so you should be concerned. Look: The AI don't get's a building on turn 20 unlike in other 4X games. If you destroy one of it's bases he it'll hurt him. You can give him money and he'll use it. He won't get colonies by chance, but he has - as you - to build a colony ship, find a planet and then colonize this planet. He can't use human brain, like we all can, he won't settle something lower than 15 unless it's strategically
Don't feed the Trolls...
The Propaganda Slider is individual for each planet, you find it by clicking at "Details" when you look at the planet screen.
The formula is: Total Points / Square Root of Total Games (74+176) / 1.41
A simple solution, without more tactic and less strategy, while considering the fact, that masses can be useful at times: Make every fight cost at least one HP whatever the stats are. If you had 120 Star Fighters (and an upkeep of 120 btw.) you could kill one Ranger (at the cost of 120 Star Fighters). You could even implement this in a sort of fleet, so a group of 120 ships of any class would do 120 damage. Of course you would loose as many ships of this fleets, as th
The AI could be able to use flag ships in the same way it is using space base military modules. ~SDC~
The funny thing is, that all the "cheating" the AI is getting accused for regulary can be done by human as well if they find out how. I'm far from having found out every thing the AI on a Genius level can do (I'm playing on normal right now), hopefully one day I will. but I think it's quite funny, that while some bad players talk about cheating, some expert players make fondue all the time: "cheese! I'm able to win! That's cheesy!". Did anybody ever think about the possibility , that th
Although I agree with Ash, Ray, Dearmad and all the other honest players out there, I think it is indeed questionable, why playing on small maps gives you SUCH a big difference scoring wise. But since there was no comment to this topic by the developers yet, I suppose it will stay as it is. Therefore being angry or anything like that won't do any good, while increasing your cholesterine. Take it as it is: the Universe isn't fair. ;) And maybe this scoring system is just another moral di
assuming = guess :)
Maybe - and I'm only assuming this - your ability to raise a whole army (e.g. your military curve increased very very fast) quite of shocked your foes? You had nothing, next turn you had a fleet. So they calculated, if this goes on, we're chili.
If you need to lower taxes to win the election there's something serious about your economy anyway... ;)
Another Question regarding bonusses: Sometimes the Moral-Questions grant you +1 Population Growth or +2 Planet Quality. Does this mean 1% or 2% or is this similar to one ability "pick" on the setup of the game?
Instead of remodeling the whole thing, add more events. Makes it more interesting I think. (Btw, I don't like the Library, wouldn't it make more sense to add these things through SDC?)
Well, even though you can take any path you'd like, I'd recommend to research Basic Environement Control first, then Trade. After that, you're free to boldly go wherever you want to go. (Alternatively you could pick a 10% boost to your planet quality, but this costs a lot.) In a more general way: Don't buy too much in the beginning. Never let your Economy slip. Trade is great. Tech sells! If people cry, put them in colony ships. Sell those colony ships. :)
He can win culturally - at least he did with me on saturday. :) ~SDC~
Forget about the rush build of Aphrodisiac - at least until you've got Trade, the Leases are just to high. But once you've got some trade routes, you buy it. And the "turn"'s above are given aproximately only. And of course, this'll only work if you find three 16+ planets in the first 8 rounds... :) ~SDC~
Soil Enhancement and Habitual Improvement! - I've read about the following somewhere here: Turn 1: Set Taxes as high as possible, Set Spending at 100%, Set Social Spending at 100% the others on 0%. On Earth *build* Soil Enhancement, and *buy* a second colony ship. Turn 2: Found second colony if possible, begin to build Soil Enhancement. If you can't, don't do it (obviously). Turn 3: Soil Enhancement on Earth is finished. Reduce Social Spending to 0%, Research at 100%.
I've noticed - twice - that when you're in a republic and you put your taxes to 100% for 2 turns that there will be a revolution, which isn't very special, but after that, you've got 10'000 bc. - well, and half (or more) of your empire lost to the "New Terran Alliance"... Could be a tricky strategy. :) But I suppose this shouldn't happen.
I've got similar problems on normal, now I'm back at Beginner, and doing such and so - but I've got the same problem really: If I rush build, I go bankrupt some turns later. If I don't the AI grabs the best planets. If I buy two colonization ships and build the others, which seems to be what the AI does, this works fine, until after Turn 80 (or something) it's influence grabs most of my sectors, where I'm hardly building soil enchantment. On beginner it's easier, but I don't think it's a problem
I like complexity, but on the other hand, it needs to be implemented right. As fleabitfox said, AOW2 was astoundish regarding tactical combat (still not beating MOM though ;)) and if it's possible to add this to a game (with an option to turn it out), of course that's fun. I mean you don't have to use it, if you don't want, right? I think MOO2 wasn't too bad, you could tractor beam, etc. it was quite nice handled, MOO3 is (luckily? ;)) unknown to me. But the question was, if simplicity
I've noticed, that the basic techs (the "____ theories") aint't tradeable even for trading goods, therefore I suppose they've got a higher "nominal" value than all the other techs. The AI researchs them first (most often) and so perhaps the game thinks they were more advanced, even though you have adv trade, engineering etc. - try researching all the basic techs, and look if that fixes the report. Of course if you did that already forget what I've said. ~SDC~
I'm not sure if this would be considered a bug, but when the survey ship of an AI (the Tolarian) reaches it's range limit on a 8x8 map (level: beginner), it just halts and waits until it's range has been extended. Surely not the most important thing in the world though. :) ~SDC~
sorry for the misunderstanding, I've meant research. :) To build a Phase III Factory which gives you (together with Phase Factories I+II) a bonus of 40% you'll need Nanobots. Instead of researching Nanoboots you could just build 3 Star Bases with Phase II Factories, which gives you a cumulative bonus of 45%. I thought this made it a bit senseless to research Nanobots (and other modul-technologies) at all. But on the other hand, I see now, that the second method would
Even though, I thought about that one once again, and while you won't need the appropriate Tech for "higher" modules, you need at least TWO Constructors for each SB to get *anything* out of it. Then you have to send them to the sector, etc. - Maybe an upper limit of 3 Space Bases would be sufficent. ~SDC~