WIllythemailboy

WIllythemailboy

Joined Member # 2424203
8 Posts 1,862 Replies 3,210 Reputation

[quote] There are actually two events - one makes a PQ 0 world habitable, the other doubles the PQ of an already-habitable planet. I haven't seen the PQ 0 one much recently, but I haven't been playing as much as I used to, either. I expect that to change when TA comes out this is the event I was talking about The one where it makes a PQ0 planet/planets with in so many sectors of a given planet where the precurser artifact was recovered would make lets say every

14 Replies 4,214 Views

There are actually two events - one makes a PQ 0 world habitable, the other doubles the PQ of an already-habitable planet. I haven't seen the PQ 0 one much recently, but I haven't been playing as much as I used to, either. I expect that to change when TA comes out

14 Replies 4,214 Views

[quote]yes you would! again space is 3d making a wall of mines has to be like an actual wall or you can just go under, above or around with great ease [/quote] While you are correct in that any wall of mines would have to be laid in a plane, or a spherical shell to cover a planet, there are a few points to consider: -You have to know the minefield is there to

20 Replies 16,437 Views

[quote] The survey ship gained either experience or a weapons bonus. Neither is useful without an upgrade since it's not a combat ship at the start "What a waste of time!" Well, that might explain why anyone would bother to build the Galactic Guide Book. Well there are no anomalies left when you build the galactic guide book, so it is 110% useless. I hear a new update brings respawning anomalies which would make it useful,

10 Replies 7,346 Views

[quote]Or Super Breeder. In my eyes, there is no ability as strong as Super Breeder. [/quote] My personal favorite is Super Hive. Nothing beats rush buying basic factories for 90 bc. The range bonus is pretty sweet, too. I like the current system, and I'd love to see more missions for each spy. Especially if you can affect popularity and spike someone's political party.

5 Replies 6,819 Views

[quote] I know one of the updates in 2.0 would be to allow people to assign espionage agents to a civilization rather than a planet so that they can collect info and such without being at risk of being nullified (more like the Dread Lords espionage). I think that's a great idea, and don't think it can happen soon enough (assuming you don't stop doing "free updates" after this weekend). And let Boogie have his real time models...that would be

74 Replies 104,145 Views

You can build one [I]per planet[/I], but they do take up valuable real estate. I never really have spyspam problems, mainly because I rarely have the strongest military. Until, that is, someone declares war on me, and I pull an impressive fleet out of my rear....

42 Replies 23,415 Views

It would be painfully time consuming, but you could manually change each planet name. Say, change the name from Rigel V to T Rigel V (assuming it's toxic, of course), then you could sort alphabetically, since all the T names would come up together. I don't claim that this is a [I]practical[/I] idea, but it would work.

2 Replies 3,302 Views

In terms of invasion, morale buildings are better targets than farms - when you hit a farm, you have to wait a turn for the population to die off. A morale hit is effective as soon as you reselect the planet (more on that below), but you have to wait a turn for the population to die off from a farm hit. But a farm is a much better target in terms of influence, or to weaken a planet for someone else. One thing that has always bugged me is that an Orbital Fleet Manager can't be hit with a

42 Replies 23,415 Views

Just to make sure, you are picking the attack options on the right side (your ally) and offering money on the left (your side), correct? Reversing the two could be oddly inconvenient. Also, even if you are doing it right, your ally's relations with the intended victim must be "neutral" or worse.

42 Replies 23,415 Views

I'm not saying I'd do it all the time. All else being equal, of course I would give away the cheap stuff. But you can tell from the tech list above, SOMEONE gave away some really cheap crud - beam/missile weapon theory compared to ultimate logistics? That's why I suggested being able to pick from a list of "eligible" techs, say the techs that you have but less than half of the AIs have. To be fair, you would have to pick the techs you give away before you see what everyone else is shari

11 Replies 5,916 Views

So if you have to give 3 tech but receive 13 in return (some, like you say, very valuable to yourself) - how is that such a bad deal? I fail to see what you are complaining about besides the randomness factor. If the choice were left up to you, would you give any but the lowest valued techs? It is much more fair the way it is. Not at all. I can think of several situations where I would rather give up higher-RP techs to protect

11 Replies 5,916 Views

What was the total habitable planet count? nine systems for the civs: two planets, except fot Thalia -->17 Dark Yor -->Only Dark Yor Homeworld 2 more systems-->one without any planets, one with one planet (normal) total: 19 planets+ my two planets = 21 There's your answer. Home system planets will never need tech, nor will a minor civ's home planet (although other planets in the system might). Th

37 Replies 14,222 Views

Just played a medium rare galaxy - 9 opponents, 1 random (Dark Yor race). There was not a single extreme environment planet of any sort - is that a statistical oddity or a bug? How many systems were there? Nine starting civs will give you nine systems that can't have extreme planets. What was the total habitable planet count?

37 Replies 14,222 Views

How many Constructors are you sending somewhere? Going with the hypothetical example, Slow constructor - 3 turn build, 10 turns to get there. Fast constructor - 6 turn build, 4 turns to get there. Slow - Fast First On scene Turn 13 - Turn 10 Break Even Point Turn 16 - 2 constructors either way. Now quick buying the first one: First On Scene Turn 10 - Turn 4 Break

25 Replies 12,788 Views

Without seeing exactly how your ships are armed individually, we can't say for certain. My guess is that your bigger ship is defense-heavy, and your lighter ships are mostly attack. This would result in the Ranger targetting the small ships first, and blasting two of them in the first round. Then the survivors don't have enough firepower to get much damage past the Ranger's armor, so they don't do much damage in following rounds while the Ranger chews them up. On second thought, this is

34 Replies 19,939 Views