For me my starting strategy (generally in this order) is 1) Build Crystal harvester 2) Build Cap Ship Hanger 3) Buy 100 crystal on black market (200 if I want a non-colony cap ship) 4) Improve planet infrastucture 5) Build 2x metal harvesters 6) Build Cap Ship 7) Build scout ships (as many as is necessary to scout surrounding planets) and 3 normal frigates These first 5 happen really fast and the 6th and 7th as fast as I can do it. 8) Sen
Necronic
Howdy I, like others here, am looking for a resource that shows the different tech trees. An offline (or printable :CONGRAT: ) would be preffereable, but anything is better than nothing. I know that there is a website called Clans of Sin that says it has all three in a flash format, but it requires a login and the registration seems to be broken. Anyone found anything for this yet? If not I might just start typing out the tech trees myself. Putting it in a form that would be usea
The food bonus tiles. They are damn near pointless. It can be somewhat useful to have a +100% one on a PQ 15+, but the +300% ones are simply unuseable. Ultimately the game seems designed such that increasing population on a planet with > 15 bil on it is self defeating. Therefore having a farm tile that can allow a pop of like 30 (I dunno, just guessing) is no good, as you would never want that many people on a planet. The same goes for the +100% ones as well, because they will
I cannot for the life of me think of any reason to play anything other than neutral. For one you get 60-70% the planet bonus that the evil choice will give you. Most importantly, and this is DA specific, is the terraforming bonus. Immediately terraforming every square that you have the tech for is insanely powerful. The amount of money saved is monumental. When you compare that with the advantages you get for choosing evil or good....its way overpowered. Now, I don't want to su
By far the biggest advantage to military starbases are the speed mods. You can put just a couple of these along important borders and you can significantly slow down their military and speed up yours. Its not as effective late game, but having +2 speed for you, and -2 speed for them early game can give you a huge advantage. Doesn't take many constuctors (like 5).
This is for Dark Avatar In the last game I played (challenging I think) my allys were doing some crazyness. I would get a message saying "We want to help you in your war against X" where X was some race I nor anyone else was at war with at the time. They would go to war with them the next turn, and it wouldn't require me to go to war.
I've only played this game a handful of times. Each time I have dominated the AI by the begginning of the middle techs. This last game I started was the first Challenging one. I had, in the past, used a scout ship with a survey pod on it to gather as many anomolies as I could (since these buffer your economy during the colony expansion phase). In this last game I designed my "trash can scout" You need impulse engines and sensors up ASAP for this to work. Take a cargo ship, slap
I read about 2/3 of this thread, and then skipped ahead to post. I need to sleep. From my experience with other 4x games the issue is far deeper. In reality there are 2 reasons for defenses on troops. One is that replacing them costs money, and that if they can fight longer before dying you get more combat value out of them. But the other reason is one that is overlooked in pretty much every 4x game I have played. Civilians don't like it when their brother that is a soldier gets killed. There i
One thing I have found (as a newbie). My past 4x experience has been with Civ2&3, and Masters of Orion 2, along with some others but those have been my favs (until now). Anyways, my point. This game, while similar is very different. In both of those its easy, and effective, to heavily focus most if not all of your colonies on either production, research, or money. While that is doable here, and really effective if you have a planet that has some great resource bonuses, its generally the minority