pilots also have a life and need a break once in a while So will the port-a-potty starbase module increase morale? Thanks for the information. I'm fighting hard the urge to min/max my econom
Haasen
Just touching on the espionage part of this... I agree it would be fun to expand this but think there are really 2 parts to this --- information gathering and "active" espionage. I think the information gathering part is handled well in the game now but should be easier at some levels. It makes sense to me that being able to see what a planet has for improvements should be cheap and relatively easy, but I do agree that it should be ongoing
Still confusing to me --- The manual and online says planet factors into the amount you make from each trade route, not just the distance. How are the planets compared? Population? Quality? Economy? Do I make more money from a econ starbase placed at the end of my trade routes or at the start? If all the starbase does is multiply the trade income from that route while it's in the AOE, then it seems like placing my econ star
Lol...there are a few thread talking about this and everyone is giving different answers.
My AI suggestions for things non-military : Have it focus more on influnce techs. What I'm finding is that if it falls behind in influnce, it then builds embassies on all the border planets to make up for lack of tech, using up valuable squares. Focus more on population growth. I'm always leaps and bounds ahead in population. I see the AI with many 5 pop planets. Adapt to changing borders. Less need for orbital de
feel free to dump that 5 BC per turn route and trade up for an 11 BC per turn route How do you tell which are your best trade routes? Since the BCs earned change depending on where they are in the route and on the trade window your averge is always equal to your current income, how do you pick which
The issue I'm dealing now is, don't you want SHORT trade routes? That gives you more mileage out of your econ starbases. According to what they have said, longer = more money. But without seeing the math, it's impossible to figure more complex scenarios such as a trade route that is 8 squares long w
The starbase rush works best if you can find two enemy planets close together. With this approach there is a tipping point after which you can sytematiclay dismantle any enemy empire. They will exhaust there fleets trying to take back the planet/s that has fallen and you can just keep pumping fresh fleet assets into the mix. Soon
I play on huge or gigantic maps and rarely use military starbases. There just aren't enough choke points to make them effective, especially once I've gotten to mid game and 1 or 2 other races have been eliminated. I usually engage in a series of short wars designed to gain planets, usually leaving existing military starbases far behind my borders and not effective. The only time I will use them is to reinforce a border against a second ene
Grrr....I hate not knowing game mechanics! Since I've asked similiar questions in another thread and gotten different answers, any chance we can get a Stardock ruling on these: Does placing a econ starbase near the terminus of a trade route bring in more $ than placing it near the origination? Do econ starbases get anything from other race's trade routes or just your own? Are multiple routes to/from the same planets as effective?
I usually ignore the stars and read the review. I've played some really terrible games that have gotten good reviews and vice versa and found that much of the review hinges on certain aspects of the game --- I'm sure not have multiplayer hurt your reviews but it's not a factor for me since I only get to play for an hour a night usually so I'd never multiplayer. Personally I like Gamespot for their "vital stats" area which shows their review, the aver
Yea, there needs to be a counter to this besides building your own right next to theirs. But honestly, since we don't know how influence really works, it's hard to determine what should be done or if these are really a threat or just annoying.
Grognard: a soldier of Napoleons' Old Guard; a veteran soldier; grumbler (French) - Oxford English Dictionary, 2nd ed Grognard: (slang) an experienced wargamer - John Young, Strategy & Tactics magazine
What is the formula for calculating the cost? LOL....this question comes up way too often on these forums. You knew it was coming...
With several well placed economic starbases on huge maps, my trade brings in about 500-600 bc per turn. I couldn't live without it.
How do you know which routes to replace? Since the trade route income changes every turn depending on where the trader is in its route, and the "max" trade is always equal to the current trade, I can never figure out if one route is better than another. Am I missing something?
I have to say you need to go with #1. I'm all for having a simulation and the idea of a game playing intuitively, but the problem is every player has a different idea for how things should happen "intuitively." Having an economics degree gives me a much different concept of what changing tax rates could/would do than someone my age who is a graphics designer who is playing the game as well. Same thing with production. Allocating BCs should return a diminishing benefit which should increase a
Lasers don't make "teeoo-teeoo" noises. Here you are mistaken. The laser my shark has strapped to his head makes that noise exactly. Everything else spot on though...
Yea, leave it to the AI to make "Legendar" ships that fly as fast as an old lady driving a Buick looking for an address...
Hmmm...land colonists and 18 years before their offspring are paying taxes? I don't think so!
Surgical strikes against your enemy? I've found the AI will sue for peace after a few losses. I've found success with fast moving strike forces taking out starbases and a few planets then working hard to survive the counterattack then suing for peace. Depending on how the map is spread out, the AI's tendency to produce slow moving ships can make it easy to flank it's defenses and survive the slow counterattack, especially if you don't plan on holdin
I noticed they come in waves as well. One was found by a friend race and I bought it from them (about $4k). Then the race I was gearing up to war with also found one. I was able to buy it off him for about $5k. We went to war and I was informed that he found yet another one. So 3 found in about 5 turns. Haven't seen a single one up to that point.
I've noticed I tend to get more military trade offers when I'm good. Silly people, they think me being good won't keep me from attacking them? Being good, it's my DUTY to bring the other races under my rule. Anything else would be unfair to all those people suffering under the yoke of a neutral power...
2 new issues, they may be already reported but this list is getting too long... Looked at my "Victory" screen and under influence it said 0% and that you can't win while at war with the Drengin. Funny thing was I don't remember being at war with them. So I looked on my treaties screen it didn't show war, then looked on my relations screen and it said "Hostile" but not "at war". About 10 turns later I got a call from Lord Whatshisface asking for peace. As a Republic, I
Well the buildings can be bought. I usually buy my first 2 factories which really helps kick off social production. Also, races start with (and research) different techs. The more militaristic ones will start right up the laser or missile chain before anything else. I'm not sure how many turns had gone by that point as 15 techs seem a few too many, but the lowest level of many of the techs are only a few turns to discover.