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If I play one a week I'm doing good now. I used to crank them out, especially during the Tournaments we had.
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#905
by Citizen Chipperoo - 11/21/2004 11:23:35 PM
I play Research Inc. Adders are PQ +5, diplomacy +10? (I think), and research +60. Mod's are Halut pack, Omega pack, Religious Capitol, Cultural Capitol. I ctr-n 'til I get a start in the rough center of the map (lots of alien initiated trade this way). I colonize no more than 5-7 systems (this depends on the map, some games only one planet {much more difficult}), usually 3-5 systems. Initial settings: Tax to as high as I can to keep morale at 100% (48% to 53% depending on PQ of Earth), 100% military, Build queue is Colony Ship and Entertainment Network.
Crank out colony ships (every couple of turns until I have all local systems colonized {I use pen and paper at the ctr-N to chart locations, see bottom of post for more pen and paper work}), switch all planets to build constructors, set military at 15%, social at 25%, and research at 60%.
Tech order:
Comm. theory, univ. trans., diplomacy, trade, medical theory, basic env. control, indust. theory, prop. theory, cold fusion, interst. refining, nano electr., stellar cart. (good trade bait), sensors, nano-freq. electronics, weap. theory, phasers, instant comm.,
then the Yellow tech's (based on lowest months to research {see arrows on top of tech list}) up to extravaganza.
Sometimes I go for more costly (time-wise) tech's if I have a planet that needs the religious or cultural capitols.
Build order:
Ent. network, banking center, soil enh., man. center, hab. improv., fusion power plant, multimedia center, research lab, (by this time Earth usually building Diplomatic Translators, followed by Eyes of the Universe). Then build wonders, TG's, morale improvements (when neccessary), manufac. impr. as soon as they are available and appropriate (meaning 100%morale).
The trickiest thing is to keep morale at 100% as much as possible. As soon as I see a planet below 100%, I will lower the tax rate until it gets to 100% morale, then lower gov. spending to keep me close to zero gain (this depends on where I am in overall treasury). I usually leave spending at 100% until I get to about 200BC. At this point I will lower spending to zero gain and tax to the highest I can to maintain 100% morale. This is where starting in the middle really helps.
The AI ~ALWAYS~ start with the advantage over you (At least at Maso level). They know where you are, and are quicker to build freighters than you are. Being in the middle of the map means they will send freighters to you. You will have alot more income sooner when in the middle (generally).
Diplomacy (Bribes) are a MUST!!! I strive to ALWAYS keep the AI at friendly throughout the game. Initially this may not be possible because of the advantage they get, but following my research tree will help because they usually do not research these techs. Minor races are your friends!!! They will trade much more readily than the Major races will.
Pen and paper work: In addition to above, I record the starting sector of EVERY race, yes even the minors. Because I am going for an alliance win, I need to know where all the majors are. Hint: You don't need to make peace with every AI, only the Majors. When Jan. 2190 comes around (don't forget to check every few turns on the Foreign Relations tab and make sure every Major is "friendly" with you, if not gift them a few tech's {I never gift money until the "end"}), bribe the Majors to "Close" relations by giving every tech you have (then you will see the alliance line appear under the treaties heading on the diplomacy screen). If this doesn't work, give 100BC for 50 turns, and keep doing it until it gives you the alliance option. Then click on alliance, and gift a trade good or two until they accept (the text will turn green before you hit "send" when they will accept). Repeat for the other Major races. I usually start with the most powerful militarily, and work down from there.
Enjoy.
EDIT: Oops, forgot to mention that as soon as I research trade, I switch all military building to freighters. keep building freighters until I have 7 routes to Majors (with stops along the way to meet the minors), then eliminate military spending altogether. I never put social spending over 30%.
[Message Edited]
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As to the Ctr-U to find the races...no, that only removes the fog of war. Try Ctr+Shift+S to reveal all races, |
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Wrong. CTRL+U removes fog of war, gives to everyone Universal translator, and doing so, it allows you to contact all races. The best demonstration is that if you hit next turn, all races with contact you.
BTW, when hiiting the F9 key afrer CTRL+U, you will see where all races are located and their ships.
CTR + SHIFT + S gives you all technologies, which notably means stellar cartography that allow you to see yellow stars on tatctial map (F9) or on the minimap.
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I want to see how you can tell the difference between yellow stars and the others on the mini map |
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With stellar cartography, yellow stars will appears as bright white spot on mini map and tactical map. Just start a game on gigantic universe and use CTRL + SHIFT + S.
BTW, if you want to be at the same level than AI for yellow, without resorting too much to cheating, try to research comm theory -> universal translator -> diplomacy (for increased efficiency ) -> nano electronics -> stellar cartography. Depending on the size of the map and your pol party, you may need 2-3 worlds to get all theses techs in a reasonable amount of time
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Tell us more ...
the way i do it it gives the computer this ability as well so its not cheating and you have it right from the begining of the game.. |
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Sounds like giving a range of 9999 to survey ships sensors
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write down where the stuff i'm interested in is.. |
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I never write anything. I just rely on my memory. It is more like "I have dreamed where colonies can be built"
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I don't modify any sips.. |
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Could you be more precise?
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