There's also a superproject that can make one planet in each empire immune to flipping.
random50
there is an anti-stupidity. You pressed OK to the anti-stupidity... Don't worry, Marvin, I'm not laughing *at* you. Well, OK, I *am* laughing at you, but not because it's something I'd never do myself. <img src="http://images.
I've found similar results. The income appears to be proportional to the cube root of the combined population. Moving diagonally counts as roughly 1.4 "turns" distance per game turn (good old pythag) so it's better to establish diagonal trade routes. There's a bonus when the freighter is close to your planet. Roughly 20% in the game I tried it on. I wasn't able to confirm or deny there's a bonus when you pass by other planets. If the trade route is l
My apologies, that didn't look like a completely colonized map. Yeah I'd go with freak occurence too, then. I've never noticed this problem and I usually play on slowest. That said, it's difficult to judge the scales but it looks from the screenshot as if the Arceans have a research production of 1500 or more. Pitiful compared to yours, but not unusually low (is it?). I don't think I've ever seen any AI anywhere close to your figure below masochistic.
What about the hyperspace speed of the freighter? Those things can be upgraded to go faster? Does this help or no?? Not in the way you mean, no. But the further you send your freighters, the better, and obviously the faster they are the quicker you can establish any particular trade route. The cost of engines is so minimal you may a
I actually don't think that population is the cause of the change. Moving population changes your PLANETARY income for that specific planet. So does changing your tax rate. That's why I did that test! Anyway, financial buildings have no effect either (I just tried to be absolutely sure) Believe me, income has nothing to
Deleted...just realised I misunderstood the above post.
Some possibilities: The AI focuses on colonization above all else. They won't do more than token research until all the planets are occupied. You're playing on a gigantic map there with just two opponents, so the colonization phase is going to be *long*. By the looks of it, you prioritized planet development over colonization, so your research was up and running way before theirs. You have your spending set at 100% research in the screenshot. So not only are your planet
It's not just the luck trait that triggers rangers/corvettes, I think it's also the difficulty level. I used to get them regularly when I first started playing, but haven't seen any at all since I've started playing at crippling or above. In fact, I've even dropped the luck trait from my race now because it now seems pretty pointless!
so do econ starbaces "earn" money themselves or add to the money from the trade route and do your econ starbaces earn money from other civ trade routes or only your own? They do not earn money themselves. They add to the money from your traderoutes only. <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class="mb-Body-Q
Planet quality/income doesn't matter? I thought they did.... well they did in GalCiv I. Haha I guess that's a stupid reason. Still, seems like they should. Well, this is how I tested it: Started a battle of the gods scenario on a gigantic map. Colonized Mars and Earth. Sent two freighters out from each to the major and minor start
The reasoning behind it is that at least there is "something" there in orbit so you can't swoop in with an unarmed troopship and capture the planet without a fight. But the AI still does it far more than neccessary. Exactly. I do it myself. But unlike the AI my defenders stay unarmed throughout the game...an unarmed hull has no m
OK, I've done a bit more proper testing on the more minor factors (I was just going by what I'd seen others say yesterday). Here's what matters: 1) Length of trade route 2) Combined population of both planets Here's what doesn't matter: 1) Planet quality 2) Income Obviously, your racial trade ability enhances things and trade modules on econ starbases will enhance the income of freighters whenever they're in the zone of influence. Howev
Social and military were done that way deliberately to prevent people using cheese tactics. Specifically, not transferring the social bonus prevents people from concentrating on just the social racial ability and receiving the same benefit for military. It's a bit annoying that the base amount that gets transferred doesn't get the military bonus though! I don't see how that's cheesy. However, there is a partial solution...the racial bonuses *are* applied to production tha
OK, I've just tested it out a bit and you're mostly right. 1) The popup message you get when you start a route isn't particularly useful. At best, it tells you something about the relative value of your trade routes, but I wouldn't even count on that. 2) The income at any particular turn can (very roughly) be considered as base income+bonus income. The base income depends on (at least) the populations and planet qualities of the endpoints of the route. It also increase
The important thing is that an eco starbase at the far side increases the BASE value of the trade route. In my last game with 2 bases at the far side, i was getting ~60 bc base value for the route. (which should get a lot higher as the route matures) Hmmm. I assume that what you're describing as the "base value" is the amount that pops up in t
Why is making a fleet of one ship an advantage anyway?
me?? the part about the xeno farming is my own observation. It's probably on the wiki too. It's not exactly difficult to believe it could be independently discovered. I'm sure it's already been said, but really there's not much point researc
A.I. advantage: How the heck do they stuff 2 Ultra Supports, 2 HwMk3 engines, 3 B.H.G.s, and 1 Doom ray on a Tiny Hull?!? (This is on masochistic difficulty) Because it's masochistic difficulty. <br/
Yes I agree completely the AI should conduct the war this way, it should also fleet those with a strong fleet. But it does'nt and definately will not until 1.3 is released. Also to be fair its impossible for the developers to counter every strategy we come up with. Often the changes they make to the AI script, open up new AI weaknesses u can take advantage of. </T
Interesting people are complaining about the price. Have you ever noticed how much "bang for their buck" gamers seem to expect compared to other media? This is not exactly a criticism...I mean, I'm pretty certain I'll get way more entertainment time out of it than going to the cinema 3 times, buying 3 dvds or a few books, but still I look at it and go "$30...that seems a lot for just an expansion".
In answer to the original post, I can't say I've tried this (because I haven't yet had to) but now first attacker advantage has gone, isn't there a strong case for building orbital fleet managers and using ships in orbit? The reason being, ships in orbit don't need engines, so you can pack on more weapons and defences, and they also get further weapons and defence bonuses. These two things mean you should be able to turn out ships for defensive purposes which are the equivalent of attacking fo
I'll buy it. Whether I get around to pre-ordering I'm not so sure. Certainly not going to do so until much nearer the release!
U r invincible when it comes to planetary conquest (attacking and defending), plus the huge population growth means u never have that money hump at the start of the game and later on have money coming out of your ears. Which ever type they may be. Enemy races exhaust there population bases trying to invade u, thus destroying there own economy. Its a guarented