Here's one: put the level of a given unit in paranthesis or something next to it when you're in the diplomacy screen, so you know which ones you can safely give away and which ones you want to hold on to without manually renaming the units yourself.
Razius
y do companies use it anyways? it only make ppl want to pirate their games the last time i bought a game that had starforce i uninstalled the copy that i bought then had a friend get me a pirated version so that my money that i paid would get me a real game not some huge virus Exactly. Mere obedienc
In my game, (settled) planet quality gradually increased over the course of time. I had the Planet Quality racial trait on (Green Thumb), I don't know if that made a difference. There were also a few events that upped the PQ of a bunch of the planets in the system. Once the Thalians stumbled on a Precursor device that made every planet in their 5-planet system jump to class 11 planets (every single one - I later invaded and found out first
Admiral Kane from Battlestar Galactica would make a reasonable female leaderhead to me. It did kind of irk me that there are only three human heads (if you include the Altarian); none of them really fit what I envisioned for my custom race. But then, I guess that's what modding is for.
It's worth noting that if you bring a large enough force (i.e. 2 transports with 1,000 troops each = 2,000 troops) and there are only 400 casualties on your side, one transport will still be in orbit after the fight. Has anyone checked to see if those other 600 remaining soldiers are left on the planet? <br
This just made me think, "YARRRRR!"
LoL I don't think it's a good idea to try to justify piracy as anything other than wrong. It's bad, it's selfish. If the entire world did it then anyone who operates off of intellectual property would simply be unable to operate. That's about all there is to it. Now, what I find truly brilliant is Stardock's understanding that piracy is now and will always (to some extent) exist, and how they lure us in with the pirateable base version bu
It says in the manual (and reflects so in the game) that the starbase range goes out 8 in every regular direction, and I think it's ~5 if you move diagonally. If you click on the base itself and see the effective range, you'll be able to see that it's true. Note: The effective range DOES cover that very last tile that's halfway-in and halfway-out of the range indicator.
Click on your Domestic button. You should see your economic stats. You'll notice at the top there are two tabs, Economy, and Trade. Click on 'Trade' to see what routes you've made.
Why don't you just rename any ships or fleets that win battles for you? (This is a handy way of knowing which ones you need to upgrade and which ones you can decommission or sell away, by the way - I rename my ships as soon as they've gained their first level.) It's sort of the same effect - you'll be able to tell how many battles the ship has one by how many HP it has more than the norm. The only thing is, if you lose a battle, the guy's
Hm... well... I've never seen a cargo ship win a battle before. But... maybe?
I would like to be able to warn/threaten the enemy, though. Like the option would be to say: Stop developing around (planet name) and remove your possessions there (ie Colony Ships, Military Vessels, planets), or else! Then the AI could decide whether or not to honor your warning (averting a war) or to continue building his starbases or colonies there and deal with the consequences.
Actually I believe troops are expressed in terms of millions. Loading 2000 troops onto a transport drops a planet's population by 2 billion. Planet populations, for reference, expressed in billions. ie, 18.235 billion. And the remainder of the battle become the invaded planet's new population. Apparently everyone's a soldier. This makes it basica
Whenever a ship is successful after a battle, it'll gain 1 hitpoint. Once I had what seemed like the entire Arcean fleet coming after me (turns out they were just chasing some minor race's ships in my territory, but it scared the crap out of me since all their ships were superior to mine and were much, much greater in number.) What I ended up doing was building a Starbase near the 'invasion' point, and putting every sort of attack/defense a
Yeah... we need some info on the inner workings of this game...
Successful or not my transports seem to disappear after I invade an enemy planet - this makes me have to build an inordinate number of transports. Is this right? Why can't I re-use them after a (successful) invasion?
Do we have documentation on how exactly it works, or are we mostly stuck to guesswork? I had - guessed - that it functioned this way: * Your economy generates 90 bc/turn. At 33%, you collect 30 bc worth of taxes. * You have one planet. This planet has 1 factory that can generate 8 ip/turn. It also has 2 labs that, combined, can generate 16 tp/turn. * Industrial Production is set to 75%, so your factory generates
Okay so it's the forums and not me: Can someone explain how the in-game economics and production works? As in just how Tax Rate is related to Industrial Production and how those two are related to the Social, Military, and Research Sliders? And how those relate to how many Labs and Factories and Markets I build? Edit - someone beat me to the post by three minutes. Nevermind.
Ha ha ha love the comments
Lol, me too. And I never pay for anything. I'm also really impressed with the way this company handles itself. There's a frankness and honesty to it that you just don't see elsewhere.
FYI... you can't build Pottery without Fire. As to the original post, infrastructure seems to be the modus operandi, and most of the techs you can't utilize until you either upgrade your ships or have the infrastructure needed for them. (Note: I'm trying to figure out how to overcome the tech lag. I do well enough on Normal difficulty but I'm trying to move onto higher levels.) Consider this in the first few turns of the game:<b
Include a "reset to racial defaults" option in the racial properties tab. I started out playing the Terran Alliance, and I screwed around with the abilities a little. Now for the life of me I can't remember the original abilties; hopefully the AI is using the original racial values instead of the values I put in (since I'm now playing a custom race and have the Terrans as AI.)
So if I have a 700% bonus to manufacturing in a particular tile, is it better fro me to build the Manufacturing Capital on top of it or put the Manuf. Capital in some other tile and build an Industrial Sector on it? ie, will the capital be affected by the tile bonus (how?)?
I haven't experimented with the feasibility of this type of ship, of course, but here's the idea: Early on, the enemy only gets Tiny & Small hulls. So, put a bunch of weapons on cargo ships. You can only take one hit, so to counter that you cram a bunch of defense on the ship with all that extra space, like 2 armors, 2 shields, and 2 ecms. Later, you can convert them into transports or decommission them. What do you think?</fon
This one's kind of a minor issue: - in the fleet battles, the ships kinda drift around like deadwood. Is it possible to give them a flightpath (even if it's static), or at least have them strafe from side to side?