ChaosGuy

ChaosGuy

Joined Member # 6420390
3 Posts 22 Replies 358 Reputation

Thanks, did not know how to do that. And it turns out "abundant" on a huge size galaxy means... five. Now its likely my settings as I look at that map, as I had 12 major civ's plus "uncommon" minor races for another 4, although in my mind "huge" was a setting that should've allowed for a whole lot of races. Perhaps I made it too crowded for the black holes to populate.

6 Replies 24,632 Views

Well, firstly-- rushing planetary developments scales-- meaning it is cheaper to rush somethign on a planet that only has 3 weeks to go than something which has 8. & The fact that ships always cost full price actually adds to the game. Now that 6 ship border patrol fleet you have actually has some worth. Losing it means you actually lost something worthwhile & you can't just spam out replacements. It also means that the decisions on w

20 Replies 111,725 Views

I have to agree carriers do seem a little OP currently, especially sicne the AI doesn't take the presence of fighters into account when pickign its battles. I would agree that your points #2 & #4-- higher build cost for the unit itself, and longer CD on rebuilding fighters would help to balance this.

12 Replies 42,548 Views

Lol-- so that's what you guys are complaining about? Okay, here's the thing-- once you've got a 40-50 planets empire-- you've already won and the game's over. Unless youre playing with some wacked out settings or its a one vs one and you oppponent has a similar empire, everything is woirthless at that point-- money, ships, planets-- losing a handful of any will not affect your overall progress. My recommendation-- start a new gam

59 Replies 263,297 Views

Well as you said, it does require a little imagination as we play our pretend games. In this case, for me, part of any population exists either in a nomadic fashion and will settle where they can once there is living room. Or perhaps they are coming from all your worlds combined and the population on those worlds IS offset by new births. or perhaps first one, then the other. Dealer's choice, but point is, game is as feasible as you want it to be.

20 Replies 85,523 Views

I like the way the game plays currently. Yes-- rush-buying ships is ineffecient. That means that 6 ship border patrol fleet is worth quite a lot, and losing it doesn't mean you can instantly replace it through money. On the other hand rush-buying planetary improvements is totally viable (it even scales down the cost the closer to completion something is) and often quite ciritcal to take advantage of. You really should be rush building your first f

59 Replies 263,297 Views

Well, I believe it represents not just births but also new arrivals. Calirfornia's population went up pretty fast on a weekly basis during the American gold rush. As more housing & food resources get built and become available new colonists are allowed to settle from elsewhere.

20 Replies 85,523 Views

So, I recently set up a game with the black holes setting on "abundant" (game title was to be "Battle for the Sea of Holes"- get that refence) & I've so far explored 1/2 the map and not come across a single singularity. Someone else posted a thread that they had tried creating games with "abundant" planets and were getting odd results. Can anyone confirm this setting is working as intended?

6 Replies 24,632 Views