General Tacticus

General Tacticus

Joined Member # 694031
1 Posts 13 Replies 37 Reputation

I just finished a gigantic game, started on 1.09. 9 races, all at intelligent. The Tholians started close to me, we shared a good sized cluster, and they were extremely slow at colonizing. They ended up with 4 planets besides their homeworld, all 10-, while I easily took all the rest, more than twenty, including two 18 and one 19 that were in sectors adjacent to theirs. And while I certainly raced to take most of the worlds, I left the ones close to them for last, because I did not want to provo

22 Replies 18,474 Views

I've seen it also. I'll upgrade a design, then change the version number, and usually it works : all my current construction of the old design switch to the new, automatically. Clearly the game has understood what I was doing. But sometimes, the game does not make the switch automatically, and I have to do it manually through the governor screen. No big deal, the governors work just fine, but it does make me wonder what is going on.

13 Replies 7,786 Views

The Zero-G arena (45 % morale bonus) upgrades into the Virtual Reality Center (30% morale bonus). The Graviton gun has an insane 8 attack value, when the preceding one had 2 and the next one 3.

317 Replies 93,243 Views

I got the crash too (1.0D, 1 just upgraded to 1.0X). It's a two step bug : first bug is when you save a new ship with the same name, it doesn't properly clear the old one. You can see it when using the ship list from the main screen, you have multiple instance of the same name in the list. But only one shows in the shipyard or in the ship building list accessed from the planet screen. It's dangerous because it's easy to forget to change the name when you upgrade a design...

10 Replies 7,215 Views

You did receive the benefit from the trade good, in this case +40 diplomacy I believe. Your diplomacy score, under domestic screen/stats should have changed to reflect that. Otherwise, I don't know where you can see it.

3 Replies 164 Views

From your post, I gather that your bigger problem is "managing" the ais, so they do not gang on you. Here are some things that help : - Build freighters to create trade routes with them. That improves relations nicely. - Use the diplomace screen often, and do as much technology trading as you can. This also helps a bit. Remember that they will trade among themselves, so if you trade a tech to one of them you might as well trade it for whatever you can get from the others. You can al

17 Replies 435 Views

Actually, even on gigantic it is almost impossible to be "out of range". The ais at maso get a +1 range bonus (or was it +2 ?) and research the +1 range tech before you have finished settling "your" cluster. I know I can usually reach other clusters with my colony ships, even if I decline to, so they most certainly can. Also, on gigantic, there is almost always a resource part of the way, and the ais are good at grabbing them, which also extend their reach. However, with the r

49 Replies 864 Views

Not the hardest ? I haven't a clue how to do it :D At least with my gigantic game, I was able to hide long enough to build a working economy, even though it was puny compared to the AIs. That meant money for bribes, and being able to research techs the AIs did not have (more bribes, and trades with the minors). On tiny maso so far, I haven't found how to prevent the aliens from showing up with comments like : "Nice little museum you have here. Looks like the best collection of

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Why get rid of the aliens ? Much better to have them all chanting your name, encouraging that last planet to flip ;) Nothing like 8 trillions assorted beings chanting your name to brighten your day :)

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And for my next challenge, I shall beat maso at pure evil, with five incredible pure good alien civs on a tiny/rare map without hitting CTRL-N... well, maybe not :D

49 Replies 864 Views

The 7% pick does have one advantage : it gives you a +1 PQ the moment you colonize, on all 15+ worlds. This can help on the initial rush (more money, better moral, more pop growth), before you start building Soil Enhancement and Habital Improvement. And that initial rush is often the deciding factor in a game... Still, the 5% pick allows you to get other bonuses, while the 7% pick gobbles nearly all your picks. I agree it is too expensive, but I might still consider it in some circumsta

4 Replies 2,094 Views

[quote]There is room. Reduce range of one ship to 0: The colony ship. This will slow down the expansion phase in a very dramatic way, since you'll have to first build a starbase where you want to settle.[/quote] Arrgh ! I can just imagine what playing Gigantic/Abundant (my favorite setting) with this rule would mean :sniff!: Not to mention the fact that the AI at higher levels get range bonuses, and can get that +1 range technology almost instantly (at least it seems like it). Hav

62 Replies 8,681 Views

[quote]Now that would be a fun idea.[/quote] Fun but dangerous. It can fairly easily lead to abuse. Just imagine in a gigantic game, being able to just press turn, watch the treasury go up and up and up, and ending up buying the whole galaxy just wih the interest :notsure: I don't think we want to encourage that strategy. If you want to earn some interest on your money, you must work for it : invest it wisely, and watch your investments closely. For exemple, buying a Gala

34 Replies 4,764 Views

Yes, I got the game one week ago... I managed to win at crippling, with a fabulous starting position, extra big cluster with about 25% of the stars in the galaxy and all mine, at least 4 empty sectors in all directions around :D but even then the Yor and the Arceans each managed a toehold... Oh, and the Drengin were stuck all alone in a 3 stars cluster in one corner and never bothered anyone :D (this was a huge / abondant / tight cluster game, for those that wonder) I am no

9 Replies 333 Views