Wow...Sorry about the triple post. I submitted the post and it didn't show up.....so I re submitted....nothing....then all of a sudden they all showed up :p Doh!
Fanamar
I have tried three times to post a reply on "what starting abilities do people use and why" post and it never appears (:( . Did I do something wrong or is there a max amount of replies allowed?
An excellent strategy for large galaxies with sparse or occasional planets is: Industrial party with diplomacy, econ., and pop. growth bonuses. After the first 5 or 6 colony ships and maybe one or two scouts put military to zero with social and tech. at about 40 & 60%. You can make a few super planets fast (because of the increased social manuf. and pop growth) and with tech whoring (diplo.) and increased economy you rush to battleships as soon as possible. Pop your military up to about 80% and
All very good strategies but I tend to go for the sleeper strategy. I take Industrialist party with bonuses in Diplomacy, Population, and Economy. I grab a few good planets around my home planet and build them up fast with my increased manufactureing, tech whoreing and increased population growth. I spend almost nothing on military (after the first rush of colony ships) and by the time I am getting threats from the other races I will be close to getting battleships while they have spent all the
All very good strategies but I tend to go for the sleeper strategy. I take Industrialist party with bonuses in Diplomacy, Population, and Economy. I grab a few good planets around my home planet and build them up fast with my increased manufactureing, tech whoreing and increased population growth. I spend almost nothing on military (after the first rush of colony ships) and by the time I am getting threats from the other races I will be close to getting battleships while they have spent all the
All very good strategies but I tend to go for the long term approach, I take the industrialist party with some diplo., pop., and economy bonuses. The rush to get planets is not as important as I tend to grab a few of the closest planets and build them up fast with trade whoreing and increased population. If I can avoid getting attacked (because I don't spend anything on war ships until I have Battleships) I usually have battleship technology before anyone else and my super planets can pump out b
All very good strategies but I tend to go for the long term approach, I take the industrialist party with some diplo., pop., and economy bonuses. The rush to get planets is not as important as I tend to grab a few of the closest planets and build them up fast with trade whoreing and increased population. If I can avoid getting attacked (because I don't spend anything on war ships until I have Battleships) I usually have battleship technology before anyone else and my super planets can pump out b
A few different forums would be nice. Stategy, Technical difficulties, Bug Reports etc. LOL
Thanks for the tip....I didn't know the fleet build up would deter shark escapes. The UP "issue" is something that happens randomly to different races (depending on influence votes) and may or may not have cosequences down the road.....sounds like an event to me. :p
There is one linked event in 1.05 that I know of. The Space zoo (or whatever it is called). Although you don't have much control over whether you get it (it is voted on by the council), sometime in the future the "space sharks" escape! :SURPRISED: . I always vote for someone else to get it because, eventhough it gives you extra money, invariably they escape and wreak havoc in your home sector. There has been one game when another major recieved the space zoo and the sharks never escaped. I don't
Um....your diplomacy screen shows all of the trade goods you can trade. You can't buy trade goods twice so what does it matter if the other goods (that you bought from other races) don't show up?
I agree with the Brother Hood ;) . Don't get discouraged Ryan....but you really should have more than a 6th grade command of the English Language to impliment your plan. By the way banning is only for Yahoo's that use hatred or profanity in their posts....and hopefully for those that think they are so superior that they call for banning of people that are only trying to contribute! :p
Amazing how you can mention the word "female" and your post gets more replies than most other questions. Females could easily rule this (and any other) galaxy.
I often get to a point where I am vastly superior to one or two races and I am defending against one or two other nearly equal races. How do I demand tribute "or I will bomb you back to the stoneage" as opposed to "can I have some money please so I can defend against our common enemy". I know how to trade everything but if I ask for tribute they tell me to go $#%& a blackhole even though I could crush their puny planet with my huge fleet hanging right beside their planet.
I don't understand what the big deal on trade routes is. Alot of threads indicate that getting trade routes are a huge economic bonus. I don't see it. The most any trade route will produce is about 15 per turn. In the early game a couple of trade routes may make the difference between going into debt or not but 3 or 4 trade routes at 9-15 each later in the game is chicken scratch. Am I missing something? Is there a way to get 30 or 40 trade routes? Why would anyone spend the money on building an