[quote who="LTjim" reply="4" id="2297281"]Fifth, I think the Purple mining base bonuses to Research do not consume resources. I could be wrong but - if true - then you may want them and their upgrades to get a higher priority. Certainly, the Green Economy ones should always be sought and upgraded. I've not seen much gain from the Yellow Morale ones in taxes. That is, the morale seems to approve some with each, but I've had little luck in raising taxes from them.
KrazyDocK
Well, remember that all that research costs money. And the research buildings cost maintenance. I'm a big fan of building NOTHING on newly colonized planets until the population gets high enough to make some money via taxes. Credit goes to Mumblefratz for this crazy-sounding-yet-definitely-helpful technique. The initial colony generates 14rp I think, which is not too shabby. Try building nothing on new planets. Your ecomony will be much easier to manag
Possibly a rally point overlapping the planet? KD
A few additional answers: 1. The (*) is in front of techs which are unique to a species. 7. The research and economic treaties: each race has only one to give/trade away, so if they've already traded their treaty to another race, you will not see the option for it. KD
I've been reading this thread and I think gaining a few gems for future games. Mumblefratz, as always, your advice is very good and delivered in a respectful manner. One question on something you mentioned: [quote who="Mumblefratz" reply="17" id="2262125"] Also keep a sharp eye out for minors and always put 8 into the game. You can get 800 bc off every minor the first time you meet them. [/quote] I always include max minors for many reasons, but I wa
Um, I think you may be mistaken a bit. Ultimate diabolical research is a tech at the end of a research building branch. It lets you build the "ultimate slaveling lab" or something like that. The technology that unlocks planetary invasion and others is called "strategic analysis" and that is unlocked right after "interstellar conquest" which is a tech at the beginning of the tree. I hope that has been helpful, KD
Um, What is a "ZYW"? KD
[quote quoting="post"]4) i m still not sure of this : when i play on a big map, i never can resist going for a colony rush. But money is a big problem untill you reach a softcap. Ofc when you rush colony ships your population on planets doesnt grow. Is it worth building entertainement buildings to get more population increase ( f.e festival of capitalism is quite cheap and fast to build). Is the bonus worth it or too niegligieable to notice ? In other words , should entertainement buildings b
Yes, minor planets are juicy... Nice high PQ, 16 bil pop limit (in DA). And you can usually take a few thousand BC from the minor through tech trade right before you declare war and wipe 'em out. The only down side is that you end up with the "tendency to conquer others" flag. KD
Isn't that the one where your survey ship gains some experience? KD
Good questions. I've wondered the same myself. I had read somewhere that your espionage percentage improves HOW MUCH YOU CAN SPEND on spies...and nothing more! If that's true, then this ability really is not that good. However, I do not know where this info came from or if it is in fact correct. Can anyone out there confirm this? KD
[quote]All the alignments have their place. There's no reason not to play good if you are looking for that challenge. If you're simply out to score well and dominate the map, evil is going to be the ticket. Neutral can provide benefits for tech victory and influence victory. I mostly play evil because I'm usually going for score. Sometimes I'll play neutral for a change of pace. As neutral, I can still score well while working the influence angle. I played good a lot when I first started because
[quote] and in gigantic games I get my research just from the shear number of planets that I own rather early. [/quote] I'm not sure I understand... if your research slider is set to zero (because you are doing all factory) then it shouldn't matter how many planets you have--your research should still be zero, right? Clearly I'm missing something... please enlighten me! :) KD
Thank you everyone for your helpful replies. I love this forum and the GC community. KD
I've read that income is penalized if the treasury is above 20,000bc. I've observed it directly in game as well. Since then, I've gotten in the habit of keeping my treasury below 20000 by buying buildings and ships before I hit the "next turn" button. My hope is that it will boost my economy score and thus my overall score. My question is, will this make more than a negligible difference in my score at the end? KD
It's true that research and economic treaties are one directional and the diplo hit only occurs if you attack someone you are sending a treaty to. (IE the arrow points away from you and toward the other race). I commonly get all the research treaties pointing my way (and incidentally it's kinda pretty having 9 purple arrows pointing toward my logo). I have never had any message stating I'm breaking a treaty by attacking someone who is sending me research. I have however had a message to the
[quote]Of course I would have to keep track of it - like everyone else, I use tech trading as an intelligence tool to see how far other civs have advanced. If this option is on, it would be harder to tell if the AIs haven't researched something yet, or if I stole it (I almost never buy tech) and just can't trade it to them. [/quote] I haven't played TA yet. But in DA, in the diplomacy screen, right under the picture of the race you are talking with, there's a little text box. You
[quote] Of all the super abilities, Hive has got to be the most powerful, buying Industrial Sectors for 800 bc feels like cheating most of the time. [/quote] Ah, Hive. I too like this super ability. But I seem to recall paying something like 962 bc for an industrial sector (from scratch). How do you get 800? KD
What is this war profiteering you speak of?
You are probably not doing anything wrong. This is a known bug in ver 1.80e. Check out the post entitled "Fixes for Pathfinding + Metaverse 12 Error" in the Support/Bugs section. Within you will find a patch which is currently 1.80g test 3. It fixes that bug.