OK, I need help. I don't have any trouble with culture flips - because I never get that far. I always end up at war, usually vs 2 or 3 of the majors. I've tried the 1 ip per turn trick - no effect. Tried trading - no effect. Tried building a military to get people to leave me alone - no effect. Last time out - #2 ranked military and neutral didn't stop the Yor from jumping on me (with their #1 ranked military) or the Altarians (who said they jumped on me for being evil - go figure!) Th
Jeffrey Calvert
And another thing - Many of the strategies I;ve seen involve "Ctrl-N until you have the setup you want" This seems to me a little unfair - again, a cookie cutter approach just to get points on the metaverse? >:( Ok, ok - here endeth the rant. We now return you to your regularly scheduled Maso strategies...
Ok, now, I finally have to ask for help. I have numerous wins on crippling, and I've found that none of the strategies I've seen posted seem to work for me. (Or, for that matter, none of the strategies I use on lower levels.) I just haven't found a way to keep civs from declaring war and crushing me like a bug. I've tried the 1 influence point thing, I've tried trading, I've tried building a big military early (not so useful, as they declare war anyway and I find myself defending with corvettes
The biggest problem I saw with individual ship design (i.e. moo2) was that, at some point, tech made it obsolete. For me, it was enveloping plasma cannons - as soon as I got those, the ships became unbeatable; so why design ships with anything else? This means that, while you CAN design other ships, you never do - and all the ships end up the same again... I would think it'd be very difficult to design a well-rounded and balanced system where there wasn't one "ultimate answer" that eve
I can't say about the differences in my empire (I play primarily good) but I CAN say about the AI's. See, here's the difference: When the Drengin launch an unprovoked war against my peaceful, good civilization to crush my fragile planets and add them to their growing empire, they say something about death furnaces, and then launch their ships. On the other hand, when the ALTARIANS launch an unprovoked war against my peaceful, good civilization to crush my fragile planets and ad
Brackard and anyone else good with adjusting the individual spending sliders - I had some questions... Whenever I adjust my sliders, I notice my income falls rapidly at some point - and to maintain level, I end up having to take my overall spending down to the point that it just doesn't seem to help (i.e. I start with even split 33% on the sliders, and say 85% overall spending. Military isn't important right now, so I knock the military down to about 10%, and let the others rise to 45%
I actually prefer to play the ecologists (+5 PQ) combined with the +5 PQ ratial pick for +10 total. This bumps 14's up to 15's as soon as you colonize them, and 13's to 14's - add a soil enhancement and you've got a good world. But I agree with the earlier post - don't waste colony ships on 'em early, as the AI won't touch them, so you know they'll be there for you later.
Wow - we got pretty metaphysical here, from my question... :) Good to see the discussion, though. I did go back and replay, and (maybe because I was paying attention this time) I did notice the different morality-based techs. One other question - I saw a reference (above) to tech trading affecting your morality, based on evil and good techs - I had thought the only thing that caused your morality to change were the event choices. Anything else in the game move your morality around?<br
I've been playing for a while now, and found my style tends to drift me towards the good side of the spectrum. One thing confuses me though - as a good civ, I still can build terror stars, and have never seen any special techs or advances that are morality-specific. Should I have, or is the ability to build terror stars as a goody-two-shoes civ an indication that something's wrong with my game?