Tertullian

Tertullian

Joined Last seen Member # 1746066
0 Posts 5 Replies 3,616 Reputation

Make sure your "transports" are really transports (with troop modules) and not colony ships. Also make sure you have filled them with troops (at least 1, I always fill em up to the max). No enemy ships can be in-orbit around the planet (What Mascrinthus said). Then left-click on your transport fleet, right-click on the planet to invade, and it should work.

9 Replies 6,792 Views

Actually...the manual itself is a bug! It was already outdated with numerous errors with ver 1.0, and only got worse with follow-on patches that added more game features and tweaked existing game features. Not that I'm complaining about the patches (love them in fact), but it would have been nice to also patch the manual to keep it up to date. With each patch, perhaps 10-20 man-hours of effort would have kept the manual pretty much up to date. I guess that was a business decision on the

2 Replies 4,409 Views

I would imagine that antennas, sensors, weapons tubes and parts of engines would need to be outside the "big metal plate". A hit in the right place could knock out your targeting sensors, or weapons capability, or maneuvering capability while weakening the "big metal plate". Then follow-on shots in the same area could do some real harm and kill you. Remember World War II where battleships with their huge armor (24-36 inches of steel in places) were sunk quite frequently by projectiles!

27 Replies 31,587 Views

PQ>=10: factory, starbase, factory, then usually a blend of mostly market/trade centers, an entertainment, and one or more farms PQ For PQ>15 I build with 3 factories My manufacturing planets are the ones with multiple 100% bonus tiles or a 300%/700% bonus tile. Ditto with research planets. Regardless of PQ. Home planet is special since at

18 Replies 88,686 Views

I've seen planets with a 5x influence disadvantage hang in there for quite a while. As random50 said, some races have a loyalty bonus that can help prevent their planets flipping. Once you get up to a 10x infuence advantage, they should flip rather rapidly.

4 Replies 6,624 Views

Yes it affects the score and yes it is for bragging rights as well. The best way to increase your Metaverse ranking is to: (1) play more games (2) play at higher levels (3) win through military victory (4) play larger universes

12 Replies 8,425 Views

Agree. It also might be nice to bring in more realism regarding the effectiveness/efficiency of captain and crew of each of your ships. By this I mean set up an offense/defense modifier for each ship that reflects the crew's ability to fight the ship effectively. Then the "crew training" can improve these modifiers.

6 Replies 8,517 Views

Fundamentally, morale affects population growth. At 100% morale, pop growth is doubled. Looking on the planet listing you will see morale numbers in either green, yellow, or red. Green is good, and you get "normal" population growth. Red is bad, and you get reduced or no population growth (or shrinkage maybe?). Morale also affects your empires political votes when you have improved governments. If morale is too low, your faction will lose the vote and you lose your faction's bonuses.

11 Replies 6,500 Views

Most of your questions can be answered by reading through the journals section of this site, as well as game reviews. Once you have digested that information, jump onto the forums and ask your specific questions.

11 Replies 14,786 Views

I think you would really have to look at game balance issues with an ability to build multiple ships per turn per planet, but agree in principle with the idea that if you've got 500bc mil prod per turn and want to build 100bc fighters, then you should be able to produce 5 of these per turn. Multiple starports would force the player to prioritize in terms of available tiles on a planet with the number of starports to build, which helps reduce the balance problems. If one could b

17 Replies 7,052 Views

I normally play on challenging myself. I've played a few games on Tough and agree that the AIs easily take the lead in the early game. It became rather discouraging to me when the AI picked up more planets, more research, more ships, more of everything it seems... But by honing my own strategy I was able to stay in the game and after a year or so I was able to turn the tables on the AIs and take the lead in economy & research and win the game. But it takes patience and a willin

23 Replies 16,772 Views

Dear John, The replies to your original post were designed to be helpful, not abusive. Many posters (apparently not yourself) have had difficulties understanding how these particular game concepts work, and so Reply #2 was a (rather kind) effort to ensure that you do understand these concepts. Yet you have returned this kindness with insults. For shame. Personally, I would have responded to your reply (#4) in some detail, but do not intend to be abused by you in turn.

11 Replies 7,327 Views

Just left-click with your mouse when the intro screen starts and it will send you to the main game menu. Happy hunting.

5 Replies 2,864 Views

2-3 years = 100-150 turns (one turn per week). That being said, it is quite the fast victory anyway given the map size and difficulty. Personally, I enjoy a bit of a longer game so that I can get fully into it.

11 Replies 11,342 Views

Of course, we could play by the rules that member states of our wonderful UN abide by. Resolutions are meaningless and can be violated without cost to the transgressor!

4 Replies 3,623 Views

I've seen other posts with exactly the opposite sentiment ("it takes too long to get into contact with other races"), although there does seem to be a general desire for larger maps. I've heard map size is more limited by computer power than anything else (in the largest map with abundant stars/planets late in the game with hundreds of ships on the map it does take a while to process a turn once you hit the turn button). Some thing's I've done to delay the "first contact" time

12 Replies 11,302 Views

Actually...I like the idea. Although a stiff pre-payment penalty must apply! Say you borrow 1000bc to repay over 100 weeks at 20bc per week. A week later, pre-pay the loan for 1100bc. The loan (shark) company loses out on its payment stream of 20bc/week, but gets a 1-week profit of 100bc, and can now loan the 1000bc out to another loser at hefty interest rates. Makes even more money for the loan shark.

21 Replies 47,853 Views