[quote who="jabberjaws" reply="8" id="3717286"]What is the cheesiest or most deceptively powerful ship you can make if I don't want to use carriers. [/quote] - Go Vigilant and Knowledgeable, make sure to pick Dense as racial trait - Play to endgame and research Zalon Defense System (ZDS) - Design a tiny hull ship with several ZDS and several weapons (yes, you can stack ZDS multiple times on a ship) - Build 63 of those little monsters and put them in a flee
Croc411
[quote who="jabberjaws" reply="3" id="3717255"] I also got several planets to the point of producing a citizen every few turns . A flood of citizens when you reach critical mass is devastating to the opponent. No secret just hard work . [/quote] Yes, the ability to produce lots of citizens will seal the deal in any game. Also good to know: - Diplomatic Corps enables you to recruit both Diplomats and Celebrities on the planet you built it on, for a much lower cost
[quote who="jabberjaws" reply="3" id="3717255"] Wow very impressive. Thank you for sharing that. I have been looking for a way to build tall since I always go wide and here it is !![/quote] A nice side effect of it is that I don't have to worry anymore about a bad starting position (as long as HW is not at the very outer edge of the galaxy). It doesn't really matter how many planets I can colonize in the initial rush and how good these are - as long as I can get
One important strategy that it seems many people do not realize is concentrating on a few (or just one) key worlds and focus everything on them. After playing quite a few games with Intrigue I'm even convinced now that the most effective strategy is to focus everything on ONLY your homeworld for at least the first 150 turns. If you are playing on the higher difficulties you absolutely should try this out one day. It enables me to dominate a game on Genius difficulty pretty much from t
All Diplomacy +x.y bonuses from improvements are civ-wide. The other bonuses (e.g. to Influence) are only affecting the colony unless stated otherwise. Diplomatic Corps (though it doesn't give Diplomacy bonus, just Influence) is awesome, since it allows you to train Diplomats and Celebrities on that planet. Build it on a world that has (or will have in the future) high Social Production (e.g. your homeworld).
[quote who="Derek Paxton" reply="74" id="3716471"] Quoting Croc411, reply 71 This happens all the time, also with other player wonders like Computer Core and Central Bank. So far I was unable to determine a pattern, but it could possibly have to do with loading a savegame. If would be fine if it only happened af
[quote who="Derek Paxton" reply="70" id="3716463"] Quoting lyssailcor, reply 55 Playing the 3.03 opt-in as the Terran Resistance I can build the Import Export Center twice. With other civs that happens with other player unique buildings also. I'm unable to reproduce this, is anyone else seeing
Another easy-to-fix issue: In the Slaver's research improvement line, the first two (Research Chamber and Stockade) give +2.5% to Research per level. But the next three (Research Motivator, Extractor and Amplifier) give only +1% to Research per level. This doesn't make sense at all and I assume it is a copy-paste error. They should all give +2.5% to Research per level, that's the way it is in all other improvement lines.
[quote who="laws2150" reply="19" id="3715082"] Quoting mortili, reply 10 Ship-Component-Maintance doesnt work, because its set to OneTime instead of Flat This fix has had a huge effect on my economics, as large fleets now cost quite a bit to maintain. Same for AI. A real game changer, good cat
Thank you for your efforts. [quote who="Derek Paxton" reply="3" id="3714993"] I've tried to go through the other posts here. But please let me know if there are other issues I should be checking out. [/quote] I'd have some easy-to-fix .xml bugs that myself and others have found out about in the course of my racial abilities thread on the steam forums ( https://steamcommunity.com/a
Like Publius said, not all citizens can be recalled, only Worker, Engineer and Scientist. The only way I know of to get back other citizen types (e.g. General) is giving the planet to another civ, This will automatically recall all citizens assigned on it to the pool. The transfer functionality is used for something else.
[quote who="rap33042" reply="22" id="3713478"]You're a gem, Publius. Thank you for your input. I'm wondering... do you still shoot for the initial Colony rush via the Hyperdrive Techs, or do you focus entirely on the tourism, culture, and trade Techs? Perhaps I was spoiled early on, but the Colony rush strategy is ingrained in my brain. Maybe I am wasting too much time with that and should set my sights elsewhere? I seem to be good at getting a lot of planets, but ultima
[quote who="swestcott" reply="1" id="3713402"] 1. In the research tab, you can check the tech tree that contains the various ship improvements tech-by-tech. Transports are first available with the "Planet Invasion" tech, which most people get around the start of the mid-game. [/quote] Yes, in Research there is a button Tech Tree in the lower left that gets you to the tech tree view, which is much more useful than the default view. (Just wanted to emphasize this because it's
What expansions do you play with? In my games (all expansions and DLCs) there is just one project 'Manufacture Population' that costs 100p, 1 Durantium and 1 Promethion and gives +1 Population. Or is your tech tree campaign-specific (I never play campaigns)? [quote quoting="post"] Even on a high production planet, it's going to be pretty tough to have high enough production where it'd take just 1 turn to build even a Fast Assembly. Assuming a balanced 33% research 33% social 33%
Congrats, happy to hear that. Good luck with your new game. [quote who="The_Arbiter" reply="8" id="3712884"]Luckily the Snathi got people aggravated and I managed to use diplomacy to hold of the Iridium and United Earth. [/quote] Yeah, those warmonger civs (Snathi, Drengin, ...) usually don't last long in my games as well. They use to getting ganged up upon by the other civs or (if they make the grave mistake to declare war on me) getting conquered by me.
Firstly, you can run a heavy deficit pretty much indefinitely by surveying anomalies, trading techs and resources to the AI for cash and building treasure hunts at your shipyards (requires a government that allows it). Secondly, to get into the positives money-wise you have to first get your approval up. Research/trade for Supportive Population and Easy to Please (very important for non-Synthetic!) and, most importantly, build Entertainment Centers and Ideology buildings on your plane
Ah, thank you. That wiki page is pretty neat.
Has anyone ever got a Crisis Manager cabinet member? I have successfully completed several crises in my games now, but never got one. Is there some trick to it?
[quote who="The_Arbiter" reply="5" id="3712630"] Right I see. Thanks for the tips I will give that a try as well. What about planet specialization? Should every planet be specialized. Does specialized mean. Literally have a planet with morale, food then all manufacturing. Just wondering how specialized I should go. Currently I do a farm if possible or city if there is food. Then look at getting deep core mine, space elevator and spaceport all on 1 planet. With
[quote quoting="post"]My start is better. I use the cash to rush out colonies and constructors in order to secure my early territory faster. Scout with survey and a scout or 2. [/quote] Good. Most people I think hold back some money to - hire a survey mercenary (when they find bazaar) - endure the early-game deficit spending. [quote quoting="post"]As for Tech I usually grab some research tech, colonie tech and diplomacy. I slowly get into military. [/quote]
LOL, funny story, DST. You know what's also funny? In my last game I built Brindle's Observatory and ... got nothing! Not a colonizable world and not a new colony. I am 100% sure I got neither of those at least 50 hexes around the planet I built the observatory on. So Brindle's indeed seems to be buggy. It did either nothing at all or created a colonizable world somewhere far away where I couldn't find it.
Inspired by what you found out I wanted to know how far I could push a planet's output using your method and if it's viable for the higher difficulty levels. This is my homeworld at Turn 178: I focused absolutely everything on the planet (all citizens, asteroid mines, ...) and built 20 fully maxed economic starbases around it.<b
IIRC, Brindle's doesn't give a colonizable planet, it gives a full-blown colony instead. Look in the vicinity of the planet you built it on. You sure that you didn't get a new colony?
[quote who="Moser_Alchemist" reply="25" id="3712202"] I discovered that if you overpopulate synthetic worlds, you get 2 added bonuses. Synthetic worlds' populations don't decay and you don't have to worry about morale. I guess that perhaps the old cap of 100 population for these two things kicks in. [/quote] Yes, the 100 pop cap for Synthetic is in the .xml files. So I guess it is working as intended.
[quote who="Frogboy" reply="23" id="3712180"] How did you keep your approval so high? [/quote] This should be no problem with a couple of morale-boosting mercs and government ships and some leaders set to approval.