If you can see where the ally's ships are, then you don't really need to see what their planets have. You can probably have a good guess that they won't have anything there. So I don't see the point between them.
Bobucles
Checking out the alliance options, I came across two that seemed so... identical. The ship vision and the planet vision alliances seem to offer little difference between each other. Wherever you have planets you have ships. If you have ships out on missions, I suppose you'd get to see a bit more. Is there some distinction between these two treaties that makes the difference at all worth it?
It also spreads to other planets, affecting them. It also keeps your planets from falling to enemy culture. It also gains bonuses from some topics in your economy tech tree. With enough of them, you can conquer enemy planets with pure culture. It tends to be a bad strategy, though.
You might be able to sustain energy through various things in the air, but what about nutrients? Some things such as minerals and metals aren't so easily vaporized. At least, not by any of our common natural processes.
I disagree with the 90 minutes. [b]Demos shouldn't be punishing players for wanting to play the game a long time. [/b]Demos should restrict features, they shouldn't restrict the time players have to play the game. If a player wants to get addicted to a demo and beat it into the ground, they should by all means be able to do so. They can then decide if the extra features for a full game are truly worth it. I think that players should have unlimited time to play through a map. For 2-3 pla
[quote]Returning Armada represents forces from other colonies (and remnants of the Dark Fleet) who have caught up to the Vasari as we know them... and who knows how many Vasari are a part of those new forces. ...so in answer to your question - perhaps there are?[/quote]Granted, there may be a considerable number of ships within easy reach for the Returning Armada ability to work. But whole fleets? Fleets of fleets? That just doesn't add up to me. Initially, you may get a few good cluste
The only problem with this rush is on EXTREMELY small maps where that first free capital ship is a nasty game ender. See the option for maps that makes the first capital ship free? Turn that thing off.
If you lower the mitigation growth, then some of the smaller ships will never cap out on mitigation! The lowly Disciple vessels already lose a good chunk of their low HPs before they max out. You'd be better off increasing the decay rate, so that you can put just a bit more DPS on a ship before it starts maxing mitigation.
You will see a message in the lower left boxes of your interface. Any time you find something interesting, it'll leave a note there for you to check.
RA is fine when you have one or two of them. It's when you get 5, 10, and more that it starts to get VERY troubling, VERY fast. So, what if RA had limits? The first 2 might pump out at full speed, but each one after that gets slower and slower. After all, it takes time to find these bits of the dark fleet. There aren't just millions and billions of ships camping out, waiting to pour through your dozens and dozens of gates... right?
You have the colonizing technology, good. Colony ships will automatically capture planets when they are in the same system. Doing so takes a large amount of antimatter, and they lose a bunch every jump. So you may have to wait a minute or two for them to recharge. It helps to get at least 2 colony ships, maybe more for larger maps, so that they can "leapfrog" from one new planet to the next. Alternatively, every race has a capital ship that can learn how to colonize planets. They re
A collapsing phase space anomaly that destroys all life. Or at the very least it shuts down jump drives for the next couple of hundred years. Which causes ALL sorts of hell to erupt on the now isolated planets(lone empires).
[quote]~50% per core is a good indication that it is splitting the same work and not actually utilising both cores individually.[/quote]Wrong. 50% x 2 cores = 100% (one full core) 50% x2 core utilization is a pretty good indication that the game is putting most of the work on one thread, and thus one TOTAL core. If you saw the game regularly getting 60% or more usage on both cores, then that means something is utilizing additional threads. Even then, that could be your OS, or other stuf
I think the major thing with culture, is that you can not decide where it flows. It spreads out, and keeps dividing up the more it goes out. Even if you fill up all of your space with pure culture, it's not going to flow out of the bare spots any faster than it could before. So, using culture offensively is a royal pain. It's more useful to cover your own territory (where you will likely have a few towers spaced out), than it is to strike an enemy (where you need focused culture down a single ph
You can put resources on the market. It's the "0" box underneath the buy/sell price. Whenever someone purchases from the black market, they check to see the lowest player price. If you have the lowest price, they will purchase your materials before anyone else. It's much easier to gain the achievement in very large games. Resources literally fly off the shelves of the black market.
Why are you comparing carrier cruisers to an up front battle? They aren't made for an up front battle! They have big engines and fully independent weapons for a reason, use them. Kite Kite Kite. Most ships shoot out of their front arc. If you move your carriers, you will evade this front arc, saving them from taking damage. At the worst, the enemy will be forced to divide his fire among the ships he can hit. Split up your carriers. Race around the gravity well. Make the enemy take 3 tim