[quote]Granted, both systems probably cost a bit more than a basic just-the-xbox, but you are getting a system that can do more than just play games.[/quote] I'm not convinced that comparing hardware specs between platforms is all that meaningful for that same reason. All the X-Box was designed to do is play games, and all the hardware and software are designed solely to that end. Plus, console developers know [I]exactly[/I] what hardware they have to code for. Graphi
Capn_Danger
Thats usually what I do with my older survey ships: turn them into a border detection grid. Give them a 15 pc sensor range and park them outside your border or at an enemies' border to warn of inbound threats.
There is an intentional sensor limit cap at 15 pc, no matter how many modules you add. I usually don't bother with sensor ships after I get eyes of the universe.
[quote]"Build like there will be 100 years of peace, prepare as there will be a war tomorrow."[/quote] Be like the Swiss-armed neutrality. I've even traded weapons techs or ships to my allies in some games to keep the Drengin from conquering them (that can backfire, so be careful). Placing some of your own ships to protect an ally can stop the Drengin or Korath from going nuts, as long as you don't leave your own borders unguarded. If you go all-out on diplomacy you can buy pea
[quote](BTW How does the AI ship creator work? Does it produce good ships that use the tech you have, or does it produce crap?)[/quote] I've found that the AI ship creator [I]places more components than possible on ships[/I], at least in my games. It'll have the max # of weapons possible, but then it'll stick on some life support even though there isn't room! It forgot to add any engines, though. It will use the best tech available, however. My typical strategy is to only build
[quote]some mega-event theorists around here suspect a high spy count in one empire opens the door to that Swarm o' Spies thing, which could quickly eat up your whole corps even if you have 20+ agents.[/quote] Of course, if you're the one with the build-up you'll have the agents available to neutralize those spies, but the AIs probably don't.
[quote]At that point you start to irrevocably overtake them, maybe not in planet numbers, but in economic and production terms your basic economy is more resilient and has better long term potential. [/quote] I had no idea the AIs leased all their ships! Seriously, I've been playing on challenging and every game I play I'm about even with the AI for the first couple years except for military strength and tech, but then my empire just explodes and I end up steamrolling over the
Man, I hope the patch comes soon.
Ooooh, ok, wicked diagram. You totally went to town diagramming that! I can see why a freighter needs to spend the maximum amount of time in the influence circle, but I heard that freighters make the most money near the end of a trip. I assumed that putting starbases closer to the trip end rather than in the middle or near the beginning would maximize profits.
I'll probably try out the Korx in my next game, and I was wondering what the consensus on placing econ bases is. Is it typically better to stack them near the planet of origin, or to spread them out along the route?
[quote]Do any of you who are having this disappearing turn button problem have ships set on auto-explore?[/quote] I had a ton of fleets set to auto-attack when it started happening.
Well, biosphere mods aren't all that expensive to research or build. You can just build/demolish them on the last empty square of a planet turn after turn and watch the PQ skyrocket. Thats insanely powerful on a smaller map, and still extremely helpful in bigger maps. Its like cheaper, overpowered, unlimited terraforming- you'll end up with many times the number of useable tiles everyone else has :P. I'll agree, its not much fun or very interesting after the novelty wears off.
I was doing this, and I was buyng neutrality learning centers. The first one I bought was almost completed, and every NLC after that cost 710 bc (instead of the 4100 they normally cost)! I filled the Dread Lords PQ 36 planet with research centers in one turn, then strolled on down the street to a quick tech victory.
I never used auto-explore anymore, manual scouting is the only real solution.
[quote]Normally I just press 'G' or space to end the ship's movement, and the turn continues.[/quote] I found that works for me, too.
I just confirmed that they don't auto-improve in another civ's territory. What they were doing is trekking 16 sectors across the galaxy to get unclaimed 'roids, and the AI set set up some colonies and expanded borders during the whole frikkin' year it took them to get there. This is on immense with abundant asteroids, so there were way more 'roids than the AI bothered to mine. Directing all my miners ended up being an epic micromanagement quest. I wouldn't mind some kind of tweak to kee
Glorious shall be our victory, and tasty the flesh of our enemies! Meh...why bother with velociraptors when you can do the job yourself? I've always had the most fun with a claws-on approach.
Ah, you're right, it isn't free. I thought it was for some reason.
I had a fairly easy-going year one win with the Korath the other day. I bet I could squeeze into a year zero rush building some spore ships...
[quote]There will be more games, for sure, but less consumers as time goes on.[/quote] There's different types of games in the PC market, and a different demographic plays them. I love strategy and sandbox-type building games, which are almost exclusively the domain of the PC, and probably will be for a long time. PC gaming isn't going to die anytime soon, but it is more of a niche audience than console gaming ever was.
[quote]And what is the effect of 50% luck? (25% from ability plus 25% from political party)[/quote] Good gawd. That's ridiculous.
[quote]Well, having just made a whole bunch of agents, I'm experimenting with placing *all* of them on one opponent at a time. Sure I might lose 1-2, but 20+ agents gets you a lot of information in a hurry.[/quote] That's the other thing, a civ that's spending as much as you in espionage can kill your agents as fast as you place them. It'll take them a lot longer to kill 20 spies so you can shove them all in, just lose a couple, then move them to another civ when you hit the desired int
[quote]OWell, games like GalCiv 2 and Sins require a lot of talent, but games like Crysis require a lot man hours. A game like GalCiv 2 is like a small shop filled with innovative people, while a game like Crysis is more like a large factory.[/quote] True, I meant that its more straightforward to make a game look amazing than to come up with innovative gameplay. You probably know before you start whether or not you have the resources to make a game that looks like Crysis, but not just a
I played my first TA game yesterday, immense galaxy on beginner as the Altarians. The Terrans were total warmongers, but all the other races seemed fairly balanced. The Yor didn't expand much, but grabbed a bunch of ascension crystals. They surrendered after the Terrans attacked them. The Iconians sucked it to the Terrans pretty early as well. Korx were a little better than the Yor, but also surrendered because of the terrans Terrans. Jeez Louise, humans sure love their wars.
Well, hopefully producers will begin to take a clue from successes like Sins and GCII: there are a lot of gamers out there who aren't interested in investing in high-end graphics. Markets are usually self-adjusting. If many users buy games made for mid-range machines, producers will probably keep supplying them. On the other hand, its easier to make a graphically astounding game than to come up with innovative, well-crafted gameplay- and theres a big market for graphically astounding ga