JaxomCA

JaxomCA

Joined Member # 714452
0 Posts 0 Replies 24 Reputation

[quote]Actually when DS-9 was build it wasn't such a Deep space station, since Cardassia was just a few hours away... It became "deep" when "we" took it from them[/quote] Much like the situation when I buy starbases from the major AIs. I frequently pay close to 10000 bc per starbases, I figure the price is well worth avoiding the tedius task of building the starbase up on a gigantic map. It will be an even better deal in the new version. ~SDC~

64 Replies 2,823 Views

[quote]the biggest problem I see is that it upsets the balance of power amongst the major races [/quote] The balance of power is affected a lot more by the yellow star's distribution than by the minor's colonization. Even if you remove the minors, some games will have a runaway major, some games will have a runaway human, and some games will be fairly even. ~SDC~

4 Replies 274 Views

Since 1.13, minors only colonize in sectors adjacent to one they have a planet in. If you play with abundant habitables and medium clusters, chances are they will colonize quite far from their starting location. If you play with rare habitables and tight clusters, they may get stuck with one planet, or they may get a whole cluster to themselves, making each game very different. ~SDC~

4 Replies 274 Views

[quote]Moral of the story is big planets recover quicker [/quote] The population never grows by more than 200 million a turn, unless you drop the tax rate and black market people join the taxpayers. ~SDC~

12 Replies 294 Views

I am pretty sure the I-League is an equal opportunity planet stealer. :) Being evil provides plenty of benefits compared to being good, so I don't think the Fundies unbalance the game. ~SDC~

408 Replies 16,492 Views

Another reason to settle a low PQ planet is to serve as an advance base when at war. Bring along a colony ship with your attack fleet, settle the most convenient free planet in the enemy's sector, and place a couple of good defenders in orbit. This will provide a healing station for your ships and give you the ability to cash-rush urgent reinforcements right at the front line. This is what we call a "combat settler" in civ games over at Realms Beyond. Of course, it should only be a temporary mea

20 Replies 747 Views

[quote]Techs researched? the more researched = better score? Time/turns taken to win?[/quote] These two go together. More techs researched = better scores, but if you have a small economy and take too long to research, it may mean a lower score. Also, I think you need to research a tech first to get full benefits in scoring. The number of wonders and trade goods built seems to be a big factor too, so try to build the most you can. [quote]Morale/approval rating

3 Replies 201 Views

[quote]The only time money dissapears from the economy is when someone puts it into a savings account and leaves it there[/quote] While I am not an economist, I think even that is not disappearing money. The financial institution will lend that money to someone else. ~SDC~

10 Replies 398 Views

There is a maximum of 10 outgoing trade routes, no limit on the number of incoming trade routes. At least one UP event can add more trade routes for everyone, and at least one UP event can limit the number of trade routes for evil civs. I hope this helps. :) ~SDC~

55 Replies 3,000 Views

Here is my "alternate" theory of evolution: Some remote, intelligent, space-faring specy decide to study how life forms and evolves. They find this rock which seems to contain the basic elements they think are needed for life to evolve. They drop a few amino acids and watch what happens. What do you know, lifeforms emerge from this primordial soup, it looks like the theory was correct. Then, about 250 million years ago, somebody asks "But can life evolve from a different starting point?

31 Replies 741 Views

I find mass drivers don't provide a permanent enough solution. Better use a terror star to make sure. You never know when those pesky Harvesters will popup. (oops, wrong game ) :p ~SDC~ [Message Edited] [Message Edited]

5 Replies 259 Views

Hmm, can't help you with that. My last submission also is showing in my games's list yet it didn't improve my number of games submitted. But a couple of months ago, I resubmitted an early alliance victory as a military conquest and got a new game submitted and added to my score instead of an update to my previous game. So I figure the recent recalc removed that faulty game and my lastest submission did indeed add to my score. ~SDC~

11 Replies 252 Views

It will help you to change whatever ship the new planet is producing to a colony ship, then ship half the population away from the planet. The biggest reason a planet gets a red flag is too much population for the current development level. ~SDC~

6 Replies 272 Views

[quote]In v1.49 you have to have the bc's in credit before you can even start to build a starbase, and that value goes up depending on the number of starbases already built.[/quote] Does that make the game harder or does it simply delay the inevitable? ~SDC~ [Message Edited]

33 Replies 866 Views

[quote]Having read about the AI on Maso' level, it has got to be nigh on impossible to win by a 'pure' military[/quote] It is actually not too difficult to win a 'pure military' game on maso. First, bribe the AI to fight each other so that they send you trade and get bad relations between themselves. Then bribe everybody to close relations and ally with all but the strongest AI. Declare war on the black sheep. When you capture his last world, break the alliance with the next s

74 Replies 1,329 Views

Well I know for sure the AIs don't complain about trade only starbases in their sectors. They also don't complain about plain terror stars in their sector. So an educated guess would be the AIs will not complain about a terror star with only trade modules if it enters their sector. ~SDC~

33 Replies 10,661 Views