JaxomCA

JaxomCA

Joined Member # 714452
0 Posts 0 Replies 24 Reputation

[quote]30 makes you Evil[/quote] The fundamentalist don't believe in that scale. If you have 35 or below, they may get some of your planets when they show up. [quote]My alignment came up as saintly, even though it was only 62[/quote] The latest version has a bug in displaying the alignment title. 62 is still neutral in reality. ~SDC~

29 Replies 672 Views

[quote]I never bother with the Luck ability but I get the occasional free Ranger, PQ events and all sorts of good things.[/quote] Then you are getting "precursor ranger", same ship but generated by a different event. ~SDC~

21 Replies 769 Views

You can also reduce your spending level. If you have no trade revenu, the highest spending you can sustain without loosing money is somewhere between 60 and 70 percent. Note that if you build all the special production buildings (manufacturing capital, hyperion center, etc.) on the same planet, the planet in question will be in deficit much sooner than 60% spending. ~SDC~ [Message Edited]

3 Replies 2,201 Views

[quote]But I am not convinced yet that the luck ability does anything.[/quote] The luck ability definately does something. You may not always get any "Lucky Ranger" when you pick luck, but you will NEVER get any "Lucky Ranger" without luck. I am not sure if you can get some "Precursor Corvettes" without luck. I had this event only once and I don't remember if I had a luck pick or not. I don't think luck has any effect on the starting location. In my most recent game, a gigantic

21 Replies 769 Views

[quote]That can only happen because people cost money.[/quote] Wrong again. Production and research cost money, not the people. On the other hand, taxes will never bring in much more than 4 times the pq so you can reach a point where most of your buildings generate 0 bonuses but still cost maintenance. If you build a fusion plant, a manufacturing center, an anti-matter plant, a manufacturing capital and an hyperion center, your planet will always spend a lot more money than you

5 Replies 215 Views

[quote]Just load a bunch of those buggers onto colony ships, and send them on their way[/quote] You seem to think that population cost money. They don't. At 70% spending, they produce more taxes than they spend if you don't build all the manufacturing and research improvements. You'd be surprized of how few buildings you need to build on a pq15-16 to reach 5 billion in population and 4xPQ in taxes at 50%, even without the help of economic or morale starbases. <BR

5 Replies 215 Views

[quote]You lose intelligent opposition ability from the AI when it's all random...[/quote] Ah but you gain an imprevisible AI. The most intelligent opposition is useless if it leads to a predictable AI. Once you have figured out how to defeat it, every game becomes pretty much the same. ~SDC~

81 Replies 5,502 Views

In my 70 something games, I have had the same sector pq event only once, had a single planet pq event twice and never ever benefitted from the 2 sectors pq event. I played many games using +50 luck and it didn't seem to affect the occurence of pq events. ~SDC~

59 Replies 8,105 Views

Yeah, pretty boring stuff if you are under 40. Oh well, I just wanted to point out that games went from succesfull labor of love by individuals to resounding failures by big corporations. So when you see a game getting the labor of love treatment, buy it. :) ~SDC~

5 Replies 238 Views

[quote]Yes, but then I could not prevent others from getting it too. Except by taking out the minor just after buying it, but then losing a trade partner.[/quote] Hmmm, I don't think I have ever seen a major buy a trade good from a minor, maybe they should. If the major captures the minor's planet then they won't get the benefit of the trade good while you will keep your license to use it, maybe they should. :D ~SDC~

32 Replies 921 Views

[quote]I go into huge debts to get it. I think it helps me survive afterwards.[/quote] If you are talking about the diplo. translator, it would cost you a lot less to buy it from a minor, or even from a major, than to go into deep debt before your economy is up and running. ~SDC~

32 Replies 921 Views

In my last gigantic maso using Galciv version 1.2, the Carinoids built the diplo translator, tri-steel and frictionless clothing while the Scotts built grav. accelerator and aphrodisiac, all before my best planet built a manufacturing capital. Of course, all those trade goods were cash rushed by the AI and bought by me with just a few early techs. This makes the early game much simpler since nowadays I just go straight for the Galactic stock exchange followed by the Eye of the Universe. This als

32 Replies 921 Views

[quote]Not sure how effective that would be, since you'd have to re-establish all the trade routes anyway, since obviously they were disrupted when he lost all his planets.[/quote] It is still more effective than having no trade partner at all. ;) Mind you, I have used this only once, in a game where the fundie had taken all the Drengin and Yor planets in one fell swoop. I gave them each a couple of planets, told them they should really fight the fundie, and they proceeded to

9 Replies 306 Views

[quote]I don't think any race without a planet should be trading. In fact, I would argue they shouldn't even show up on the list of races to talk to. They're finished![/quote] A player may also want to give a couple of planets to an AI to keep a trading partner around. The solution to bc/month cheese is to have an empire pay the full price, even if the creditor is dead. On the other hand, tribute you receive should be cancel as soon as the tributee is gone. ~SDC~

9 Replies 306 Views

[quote]This has not been the case in any release version, 1.13 included. You always have to pay off the full balance.You can use this to your advantage, BTW, by trading a rich but small race all your techs and trade goods, then invading them. If you destroy them before the next turn, they never get the benefits, but still have to pay the costs. [/quote] Then you are playing a different game than I am. In 1.13, the debt is always erased when the debtor dies. You also stop receiving payme

31 Replies 786 Views

[quote]This is more of a general "everywhere" bug report. I think the tech tree has a bug (not the 1D_phasing bug). When you research Planetary Destruction it says "Terror stars, baby--we're getting closer." However, you don't need Planetary Destruction to get Terror Star. That always bothered me. I modified the tech tree to include Artificial Planets and Planetary Destruction as prerequisites for Terror Star. It makes terror star research much less cheesy. It almost doubles the tech tree for te

97 Replies 3,293 Views

[quote]Lastly on the trade goods: is it possible to build it all before the AI does? The minor races beat me 3 out of 5 times on completing them, which I feel uncomfortable of them sharing with the other majors. I would much prefer my empire taking control of at least 90% of the trade goods and all the wonders. What are your tactics? Do you build anti-matter reactors before the trade goods, so the production capability goes up to cut down on the time?[/quote] A few hints to have a bette

12 Replies 2,801 Views

For all its fault, Moo 3 did introduce a very interesting concept, one that I hope will be done right by someone sometime into the future. The concept of fleet, with multiple ships in various role, is very interesting for strategy gaming, even though it was poorly implemented in moo3. Also the notion that each race had a different environment preference is a good start to the kind of planetary model I would like to see. ~SDC~

81 Replies 5,502 Views