I am a bit late to the discussion but I find Paradoxnt's last suggestion to be interesting (start with an advanced cruiser rather than a cap ship). In the first game that I played, it struck me as odd that we start the game with the "tech" needed to create any cap ship let alone a high level one and cap ship construction yard. Paradoxnt, I would build on your suggestion by replacing the first cap ship crew tech with the tech needed to build a cap ship construction yard (i.e. yo
Tandem
Update to Minor Bug, After I took over the planet, my builder finished the construction started by the former owner. Is this playing out as intended? DanS
Mining Bug Kar's Cross map FFA vs 3AI. I was close to finishing the bombardment of an enemy homeworld. His builder respawned and purchased a mine on each of the three rocks in the system. My fleet killed the builder and finished the planet before the builder got close enough to start working on any structure. The problem is that even after taking over this world, the mines are still in the color of the prior player, I can not purchase new ones or destroy his. When I mouse o
AI still has my fighters going after cap ships when there are plenty of fighters and bombers to go after.
In my opinion, the current planet upgrade, planet growth rate, and ship build rates are a little fast. Right now I do not see a NEED to purchase the corresponding techs to improve these factors as their rates are fairly comfortable as-is.