neutrino
Warlord
Playing v1.3 here.
A few funny things I have encountered to this day ...
1. Multiple alliance. For example, I was playing the Psilon. I established alliance with the Silicoids and the Klackons. Quite a while later, the Silics and the Klacks are at war. The Silic wanted me to break the alliance with the Klacks. I refused. Now then, at the race screen, the Silic hates me, but I am still allied with him and our trade agreement still stands! ROFLMAO!!! This sort of bug has happened in other games that I have played which involved multiple alliance. CPs seem to be unable to break alliance for whatever reasons. (CPs have no such problem, if the alliance in question is only bilateral.)
2. Planetary defense. Until CPs reach absurdly high tech, they seem to not like entangling missile bases, even though their attacking fleet actually has a decent shot at overcoming planetary defense. For example, most of my planets have best planetary shield I can get plus 10 - 20 missile bases. A fleet of 10000+ enemy ships attack. But after I fired off a salvo of scatter-packs, they get the hell out of my planet. There have been several games in which I was able to hold off on building a large fleet until towards the endgame, because I could pretty much keep the enemy fleet away with a handful of missile bases.
Other quirks that everyone else have experienced consistently and allows you to exploit them to your advantage?
A few funny things I have encountered to this day ...
1. Multiple alliance. For example, I was playing the Psilon. I established alliance with the Silicoids and the Klackons. Quite a while later, the Silics and the Klacks are at war. The Silic wanted me to break the alliance with the Klacks. I refused. Now then, at the race screen, the Silic hates me, but I am still allied with him and our trade agreement still stands! ROFLMAO!!! This sort of bug has happened in other games that I have played which involved multiple alliance. CPs seem to be unable to break alliance for whatever reasons. (CPs have no such problem, if the alliance in question is only bilateral.)
2. Planetary defense. Until CPs reach absurdly high tech, they seem to not like entangling missile bases, even though their attacking fleet actually has a decent shot at overcoming planetary defense. For example, most of my planets have best planetary shield I can get plus 10 - 20 missile bases. A fleet of 10000+ enemy ships attack. But after I fired off a salvo of scatter-packs, they get the hell out of my planet. There have been several games in which I was able to hold off on building a large fleet until towards the endgame, because I could pretty much keep the enemy fleet away with a handful of missile bases.
Other quirks that everyone else have experienced consistently and allows you to exploit them to your advantage?