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Old January 16th, 2003, 02:57 AM

couslee couslee is offline
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Default Re: Treaties..... whats the point?

I take it "neutrals" are the ones with the more generic flags, without design? If that is the case, the first two races I met were blantant idiots, as they started attacking me from the git and now serve my empire on methane worlds i wish to colonize. And they had generic flag types.

The intel might make it worth it, like your said, IF they don't have end game designs of their own expansion into my territory. One of them might have info, the other is isolated. And as for "having to fight my way through their system", what do I do on turn two? lol

I agree stomping the AI is no great claim (in this, or any other game). I was just wondering if others found treaties with much smaller races of any benefit at all. I know in Civ games and such, the AI races/factions/ect, in the end get mad and go to war with the super power, namely the human player. It is refreshing to hear that I won't have to eventually stomp thier butts
per the score:
Me/race1/race2
resources 88.1k/9.7k/9.6k
science 37.0/7.2/4.3

That is why I asked what the point is.

I have another whats the point question tho. What is the point of Counter-intelligence 1? It's on your list, but you can't do anything with it because you don't have any intel facilities. the advance that gives you Intel facilities, also gives you the much better counter-intel2. that imo is stupid design. If intel facilities were available right off the bat like reasearch facilities are, then CI1 would have a use. but it's not, so why even have it in the game? I would like to see intel facilities available at the begining, but in absence of that, move the counter-intel action down the line one slot. (and I am betting that can be modded, but I am not really one to mod)
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