Phyziks

Phyziks

Joined Member # 2386926
0 Posts 0 Replies 90 Reputation

Alright, I was playing as a custom race that I tweaked for production and money on normal with a large galaxy and occasional stars and planets. Started the conquering early on since I was just going to do my best to be uber-evil and kill everyone. Took about 150 turns (only 6 races to kill) but I basically got to that point where you're pretty much sure you'll win. Only 3 races left. 2 of them surrendered as soon as I took one of their planets. Drengin Empire was left with a nice little chunk

7 Replies 6,023 Views

Espinage missions would be a nice touch. Like once you get to advance you could actually SAY what you wanted to do rather than just get a randomtech every once in a long while. Just the usual stuff: blow up/steal a ship/building, steal tech, counter-spy, etc. Another which I would love to see is some sort of minefield option for constructors. While the speed of the game may actually be a little fast for this to really work, the idea of a contested bo

71 Replies 29,093 Views

I don't have a dubug.err either but I've experienced the same thing. I'll see a star on the mini map "surrounded" by planets like it should be. But I can't actually see the star. I can click on it and the system info, but I can't actually see the graphic. It's only happened with 2 stars on 2 different large maps, but I figured I'd just back up what the OP said.

16 Replies 5,445 Views

This has been used in who know's how many games, but there's always the old polytheistic approach. One god for peace, one for war, one for...ahem...fertility. You get the idea. You can basically do anything with that kind of set up as you could with the Civ stuff (shrines, holy cities, etc).

13 Replies 12,887 Views

I think Kalin has a point with the idea of several "nations" forming a kind of conglomorate in order to make themselves stronger by sharing resources as well as the idea of there being several resource types that give different options for tech advancement. I would go so far as to say that these kinds of alliances would be a natural part of any game that actually tries to simulate "world" politics and economies. I have 2 ideas on the matter. &nbsp

7 Replies 33,985 Views

I think sheer economics would be the most reasonable way to control any empire. The reason there's 250-something countries in the world is because (at the moment) there's no way to make a world empire work. Small, under-developed countries have a HUGE advantage that developed countries don't: lower quality of life. You know all those commercials about feeding the hungry kids of [insert country here]? Because of those conditions, labor and such is MUCH cheaper. This doesn't have anything to do

7 Replies 33,985 Views

Wow, lots of posts . So, basically it sounds like, first and foremost you need to get your money flowing. Guess I was just a little too pre-occupied with getting my production/research high without regard for how I was going to pay for it. One problem I'm still having is knowing just how many farms to build. To be honest I've never gotten past mid-gam

15 Replies 10,187 Views

I looked around the forums for this, but didn't see anything. I have a major problem on most of my games of getting my econ at a good level. I'm using the 1.x patch (the beta didn't like my computer) and usually play on either beginner or normal on a large map. I set the military slider to near 80% and social at 20% to get through the first land grab. After that I set research to 60% and the others to 20%. For all of this overall production is at 100

15 Replies 10,187 Views