FROOKIE

FROOKIE

Joined Member # 2407292
8 Posts 252 Replies 404 Reputation

It is hard to beat the dread lords, but it can be done. you hve to change your strategy completely (In relation to the sandbox games.) BTW the dread lord only get fleets if they capture a planet and get a logistics tech. I'm almost certain of this. 1. You need high population worlds 2. Soldiering techs need to be researched rapidly [ and you need to make sure your allies are similarly equipped, sell tech fast, give it away if you have to.] 3. Military starbases wi

38 Replies 22,212 Views

@Ken - Why on earth, heaven or hell do you want to kill the focus for? It is an invaluable feature - let me explain: Imagine you are at war with a hostile race who has vastly more ships than you. You need ships, so you set the sliders to high military output and start churning out ships - job done....But you want to keep up in the tech race (Or keep the lead - if you're playing well). The focus abitlity allows some planets to concentrate on research, thereby allowing you to keep up yo

20 Replies 10,911 Views

A precursor mine is only usefull once you have enough money, so do not use it in the early game unless you are desperate to buid up your forces or something. this is the best tile bonus i've seen - i'm still waiting for the mystical, mythical super research bonus tile....

8 Replies 3,744 Views

hey precursor10, check this:- 1. i have to disagree with you on the economy bonus side, the more money/production/research per turn - the greater the chance that efficient choices to spend/build/research can be made. However i have noticed that on a lot of the planets the AI seems to go for the high farm high influence route, with too few manufacturing buildings (apparently this has been fixed on 1.12) which means, judgiing by how many ships the ai employ, they're buying them. this is

84 Replies 36,915 Views

Nuff said about Tactical combat then....except...... look at all the wonderfull new options for ship building and planetside defence we could have: i) carriers and one man fighters/bombers. ii) orbital defence sats- upgradable iii) minefields iv) long/short range weapons v) formations vi) planetary defences to shoot into space vii) boarding ships to damage/ takeover craft(this has to be expensive as it is easily cheesed) viii) troop kil

35 Replies 20,802 Views

@Mrcrush is that the mystical mega research bonus tile? i've never ever seen it in a game....wow! and a class 72 planet. populists 20% economics 10% morale 10% planet 10% research and whatever i fancy after that.

11 Replies 8,917 Views

What are you talking about neilo, a lot of the stuff in the updates is there precisely because people wanted it. and how did these people let stardock know? not psychically i assure you....

35 Replies 20,802 Views

Trashman: 1) i'm with you 100% on tactical combat, its a great idea - provided the AI is able to perform well. Even Frogboy reckons its a good idea, so it might come eventually. its in the journals, go look. 2) Yup, the weapon tech list (No, it is not a tech tree, don't even try to pretend that it is) is a bit weak and needs more flavour, (BTW does anyone know if the neutral civs get any of the weopons and defences we are promised or is increased morale and those

35 Replies 20,802 Views

Dude do you ever read the reports? it could be: Sometimes a civilisation with low morale loses the support of its planets and they break away... or a terrorist minor race called the fundamentalists suddenly pop up and blow up planets reducing their PQ level dramatically. everyones got to take them out before they do too much damage etc etc. the second is more likely.

4 Replies 1,476 Views

So... its going to be similar to the civ3 endgame showcase? it sounds like a gimmick - just like the combat viewer. But, i like reading, so if you get this right i will probably enjoy reading about my exploits... good luck

5 Replies 5,674 Views

So... its going to be similar to the civ3 endgame showcase? it sounds like a gimmick - just like the combat viewer. But, i like reading, so if you get this right i will probably enjoy reading about my exploits... good luck

49 Replies 69,542 Views

Newbies take note! Well done Mikeswi you've put some serious effort into your noob guide. While i will not be using most of your tips/strategies, there is enough here to give new empire builders a chance to gain a foothold into gc2. to those who have lambasted you in this post: if you think this is useless, then do one yourself, you've obviously got the time.....

45 Replies 20,208 Views

Actually the DL only start getting fleets when they gain the Logistics tech through colony invasion. Military starbases can be the key to victory, build them and keep a fleet or two on them, forget about the defence upgrades they're a waste of time against the DL.

14 Replies 13,415 Views

franco fx - thats some decent reasoning you've got there, i've had a similar problem in my last game but the truth didn't click. its a bit of a bummer, but on the flipside - at least we know the ai is 'thinking' but it seems to need a quicker turnaround. does anyone know if the AI builds new improvements over old ones?? i personally have never seen / noticed this and this may be important.

13 Replies 7,008 Views

it is a lot more challenging and fun on large+ maps with abundant everything:- the more cash/planets the ai get to play with the more efficient they become. I would play on gigantic but my poor computer slows down way to much to appreciate the game. I cannee get more power captain thanks for the population information 'iztok bitenk'. i'm gonna start using them yellow tiles from now on. yeeha!

42 Replies 20,708 Views

i think the reason that stardock apply the miniturisation to the hull rather than the components themselves should be quite easy to understand: a 15% drop in a size 10 item would make it size 8.5 a 15% drop in a size 8.5 item would make it size 7.225 and so on. even with rounding its messy. and once rounding is introduced per unit the error range increases. there is a way around this, but it adds to the number of maths operations needed to be satisfactory.

18 Replies 10,084 Views

man, you're fighting a guerilla war. think of it as russia versus afghanistan; ak47 versus gunship... you cant actually go head to head with them with the pea shooters you start with. so get ready properly as you have quite a few turns before they even come looking for you: 1. you start with 20 000 credits so you have the option to fully develope your worlds. 2. colonise fast, but do not become the front line let your allies take point. if you have to, coloni

24 Replies 11,712 Views