WarDad

WarDad

Joined Member # 646954
3 Posts 42 Replies 560 Reputation

Sure the investment will pay off eventually (civilian infrastucture level 3 -4). But there are better investments to make first off: Ice and Volcanic colonization techs. Upgrading civ facilities on newly aquired planets. TEC cost decrease for mining structures. Also military investments can save money, especially against pirates: Hangers-fighters can kill planet destroying frigat

7 Replies 8,899 Views

I agree with Darvin. Best bang for the buck: Getting out of the red (underdevelopement tax rate). It's diminishing return for every level up, but still worth while. Your terran home planet starts at level 3 and 10 credit/sec, and at level 4 fully populated it goes to 12.2 credit/sec. So I hold off for a while on that costly upgrade.

7 Replies 8,899 Views

I think they should grow in size & cost as the game/research progesses. Also the armor should work differently, more like real life. Hit with a hammer and nothing happens, hit a thousand times and nothing happens. So you would need heavy guns or armor piercing to do damage. Breach the armor and then, maybe, apply the light weapon hits. Easier said than done, but maybe light weapon fire can be ignored until hull damage is 50% or 75%.

25 Replies 31,635 Views

The strait dope on Hull & Armor is found in Strategy sub forum, pinned post Combat Mechanics. Basically, I look at the research costs, especially the crystal. The crystal cost doubles for every level for why not balance both hull & armor. I need that crystal for planet improvements, structures, and research. Eventually it is needed for ships too. ---- copied ---- Armor Armor decreases the damage receiv

13 Replies 17,579 Views

Check you finance card (mouse over the money). Colonies lose money at first, until you get more tax payers on it. This takes time and planet population upgrades. Expanding too fast can put you in a money bind where you have to wait to afford the planet upgrades. The black market might help you out of it. The planet population upgrades typically give better returns than trading posts.

3 Replies 1,792 Views

Nick does have a point though. It makes it harder to stage a come back. On the "stage a come back" topic... I scuttled a research temple and could not build another trader until it was replaced. Yep, I had the tech and had 3 traders up and running at the time.

20 Replies 31,110 Views

I balance the hull & armor research. I have heard hull is better somewhat, but the hull/armor thread said armor helps hull regen. Crystal is a large part of research costs, and the LF doesn't use any. So my early build preferences depends on my resources.

13 Replies 17,579 Views

i enjoy the pace... i like watching DVDs while i play... at 1st its too slow... later i have to pause to find ships or frigit factories... any way to hot key your factories?

34 Replies 60,883 Views

Some Questions about missing info: Tactical Range - Planets tactical grid is how wide? How big is my play ground anyway? There is plenty of info on weapons range, repair range but none on the planets tactical grid. It was turned off for my first few games. Worm Holes - Seems to be a connection to another system etc... How do I use it???

6 Replies 4,634 Views

Upgrade Defenses? It doesn't help when they are retreating through their territory. Disable Jump Drives? Which tactical ships do that? Just capital? For all races? Effects the whole fleet?

12 Replies 24,037 Views

The cruiser carrier shield & hull points are way too high, pretty close to a capital carrier. In comparison the cruiser heavy assault is weaker & requires more reseach. Duhh, double duhh, a front line melee unit has less hit points than a ranged support unit? It's simply very difficult to kill the retreating carriers. You have to chase them from system to system without a break before they

38 Replies 58,329 Views

The cruiser carrier shield & hull points are way too high, pretty close to a capital carrier. In comparison the cruiser heavy assault is weaker & requires more reseach. Duhh, double duhh, a front line melee unit has less hit points than a ranged support unit? It's simply very difficult to kill the retreating carriers. You have to chase them from system to system without a break before they can regenerate fighters. Of course fighters and bombers are best at the c

12 Replies 24,037 Views

Near 3 systems, Even so the refinery output was terrible. It wasn't worth the crystal. I don't have the patience to run test cases. Any details on how they might be worth the cost in research, build and occupied logistic slots?

7 Replies 14,698 Views