Hey guys,
I picked up the game during the Steam Summer Sale and was able to finish my Terrans campaign on a Huge map with all races at Normal by about turn 240. I won through defeating the most militaristic civs in the game (Drengin and Krynn) and then allying the rest. Through the campaign there were some mechanics I wasn't too sure about, so I figured I'd ask you guys.
Firstly, how are the "You are ripe for conquest" modifier and the military power statistic handled? About turn 100 the Drengin had the (- - - You are ripe for conquest) modifier, had the most military power, and declared war as soon as the Galactic Peace UP resolution had expired (about turn 120). Of course, I expected a horde of advanced warships and dozens of transports ready to destroy my civilization (about 15 planets at this point). What I got instead was a half-hearted attack by fleets no more than 5 small ships with the occasional prototype weapons system. My medium omni-damage, omni-defense warships made quick work of them, and it turned out the Drengin only had 5 planets. The war was over about 15 turns after it had started with the Drengin being wiped from existence. Stupid space orcs never stood a chance, really.
So, what, specifically goes into calculating the "ripeness" of your civilization? The Drengin were clearly outmatched in every battle, but beforehand they still thought they could win, and were terribly mistaken. What reduces the "ripeness"? Would I need to surround my planets with 3-4 tiny/small ships each to deter invasion? Do planetary defenses and resistance modifiers come into account? How is military power calculated? Is it a sum of hitpoints, damage potential, and damage reduction potential? Is it simply based on numbers of ships? How does the more passively-minded AI keep from being invaded, while I am always the first target of invasion by either the Krynn or Drengi (and sometimes both)?
Secondly, is there a viable strategy besides the colony rush? My success in this game was largely due to the fact that I was able to out-colonize the other civs. By turn 100, I had a fifth of the map under my direct control, and had completely suppressed the Altarian colonization efforts (restricted to 3 planets) and severely limited the expansion of the Iconians (they had about 6-7). Similarly, the Krynn had stopped the Yor and Drengi from expanding very far either. Naturally, the two most powerful factions were the Terrans (me) and the Krynn. Nobody else really stood a chance, and when I killed the Krynn off, I won in 15 turns afterwards. So it seems to be that the colony rush is the only viable strategy - it simultaneously increases your power while reducing that of other factions. Is there any way to "play tall" (a la Civ 5) and still be competitive?
Third, the Thalans had surrendered to the Krynn about 25 turns before the game was over and while I was attacking the Krynn myself. When the Thalan surrendered to the Krynn, they gave me all their territory, starbases, and ships! Needless to say, it made the victory over the Krynn even faster than it would have been otherwise. But what went into the decision? Did the Thalan pick me because we had perfect relations (but not allied yet)? Did they pick me because I was at war with the Krynn? Because I had researched all diplomatic technologies and had a huge bonus to diplomacy? The Thalan had a sizeable fleet poised to reclaim their homeworld - a fleet I quickly used to that effect. Why did they give up when they were on the verge of reclaiming it?
And lastly, I found that technological progress was far too fast for my liking. It was my fault for optimizing my research (I finished the technology-minded Benevolent Ideology tree, obtained all research enhancement technologies), ending with about 3750 research per turn. I had one planet responsible for about 750 of that. The closest to me were the Iridium, but the only techs they had that I didn't were a few commerce and trade techs that I didn't really care for (trading technology to minors is an incredible cash cow!). So from your collective experience, how much does the "very slow" research pace option affect the game? It's a -50% modifier to research, but given the insane bonuses certain buildings can give (200+%) it seems that it would only be a roadblock early on and easily overcome. I discovered a technology cost modifier mod here (https://forums.stardock.com/477559/page/1/) and was wondering what settings those of you who use it have it set to? I definitely want a game where research is harder and longer, allowing all phases of the game to last longer.
Anyway, sorry for the wall of text. Thanks for reading, if you made it, go get yourself a cookie.