Speaking of which, I've invaded several planets in the beta and never stolen a technology, even though the diplo screen clearly says they have techs that I don't.
tetleytea
1) The Social rollover to military production simply isn't happening. I will be at 100% social production, have a planet production nothing socially but starting a ship fresh, and the next turn the ship is still just starting. Furthermore in that situation the production numbers up top in the planet details screen are all screwed up. 2) When you construct a non-mining starbase the game doesn't tell you how it's going to cost. Unless
Being based production is not a bad thing. That means race bonuses & econ starbases are multiplying their 50/50 bonus production by that extra base production.
I find that my economy is thoroughly in the black before even I build a single market center or farm. Also I find that on abundant/abundant/abundant, those planets are ABUNDANT!! Economy starbases are where it's at.
Kinda. It's hard to see.
Issues I've run into: - The Social timetables are still wrong. The Research timetables are much better, though. - Aren't you supposed to get some free production from racial abilities? I always choose +50 military, and I haven't seen it. Where is it supposed to list your free production? - In the Planet/Ships tab, there are a LOT of keys you can sort your planets/ships by! That needs to be a pop-up menu in
The pop growth bonus is awesome, if you're the one getting it. Probably a little too awesome. It's the massive initial colonization phase that wins it. If a planet has 3% pop growth, it takes 23 turns to double its population. With 70% bonus, it takes 14 turns. In 23 turns, it actually has 3x its original population. BUT: you're at 100% morale during the initial colonization phase. That means 2x population every 11 turns vs. every 7 tur
What i noticed in the beta is that, if you zoom all the way out on the main map, you can't distinguish unmined resources from ones with starbases on them. You can tell what kind it is by the color, but to know if it's mined or not you have to zoom in on each and every one.
It would be nice if you could continue to build ent centers after multimedia is researched. The ent centers are 1 maintenance, the multimedia is two, and you get only 5% morale from it. And then you've got things like research academies whose build costs are obscene. Let me build research centers instead! Better yet, on a 300% food tile I don't WANT to build a xeno farm. I want a basic farm.
One point of defense is important if you plan on taking advantage of military starbases at all.
I think the area of effect on mining starbases is meaningless.
I'm surprised no one's said +50 military production! I colonize the heck out of the galaxy, and that's without purchasing colony ships. Also +4 Sensors. It lets you send out Colony Ships blind, and they're their own scouts.
What about that trick with the Spin Control center and orbiting high-weapons defenders on it?
I heard from another thread that attempting to change a freighter's home world doesn't work.
I can't see myself ever wanting to decommission an econ capital.
I get it, too, and I consider it a bug, too. However, hitting the "Turn" button twice is not the answer. The AI gets to move twice, too.
But do the computer players still have to abide after you leave?
I hear Oblivion just got released in stores. hee hee hee hee
75% is a milestone. You get a 25% population growth bonus.
It's important to deny diplo translators to other races. It's best to build it and hoard it.
I'm playing the no-military strategy against Intelligent AI's right now, giving myself sucky starts. I would assume no-military would work equally as well on Painful with a better start, since the AI is supposed to be the same.
I have had very good luck building *NO* military. I even put off researching the military tech tree as long as I can help it, opting for the diplomacy techs instead. When the AI thinks you're weak, he'll sell you military techs. I always have the production capacity to crank ships if I ever need it. And if I'm ever attacked, I can always just go to another AI and trade for the techs I need, and on favorable terms beause I researched diplomacy.
Isn't an Intelligent AI supposed to behave the same way as on Suicidal?
The downside of the huge manufacturing-bonus planets is the gobs of money it costs to fund them. They're still powerful, but I like having them around.
In the present patch, upgrading research centers to academies isn't worth it.