Locked teams means that if you have two players on the same team, they can't betray each other. Unlocked teams means they can. If its all teams of one player, locked teams doesn't do anything. In that case you need to either be the strongest (so you can defeat them both if they do gang up on you), or do missions for one of them so that they like you (and will sign a cease fire).
Tridus
Easy and Normal AI's are less likely to gang up on you. Hard AI's will if you're the easiest target or if they both really really hate you.
As was mentioned, the first two population upgrades are essential and need to be done on any planet you take. The ones later are nice, but not as urgent. In general, Tradeports > Refineries. Tradeports work pretty well anywhere, and more of them if placed strategically increases the income from all the ones you already have. Refineries really only work well in specialized situations, that being several connected worlds with lots of resource nodes. In that situation they're grea
You can see which ships are affected by Malice if you zoom in, they have a graphical effect on them (the info card also shows it). The area isn't huge, but if ships are tighly packed you can do a ton of damage.
Its a percentage, the formula is floating around the forums somewhere, but I don't know where right now. :)
If you download the image you want to use and save it to your desktop, you should be able to pick it for use here.
[quote]b) you capitalize on the illum's ability to fire while turning, ie constantly reposition the illums to force the enemy units to turn, while the illums keep blasting away.[/quote] This does seem like a problem to me. If your ships can fire while turning and his can't, and your ships are constnatly moving (so his have to keep turning in order to face the right way and fire), what is he supposed to do about it?
Great article. The release date mattered a lot I think. Its been mentioned in other threads that Sins had a hard time getting coverage from the games media, but it would have been impossible in the Christmas rush. Releasing in the dead of winter gave the game a chance to get noticed.
[quote]The important thing is that it looks like Capital Ship upkeep doesn't use economy supply and another upkeep do constant expenses. So if u up to build many capitals then make em all and keep all together for better performance.[/quote] Capital Ships cost 50 supply, which is the same type of fleet cap that the other ships use and does cost you upkeep. Capital Ships just happen to also cost a crew.
Run Sins, and hit the "download update" button. That will take you to the update page which has a download link (once you register your cd key with Stardock, if you haven't yet).
In terms of allegiance, the only difference is that it goes up faster the closer your planet is to a source of culture. The cap doesn't change, and any planet within 2 hops of a culture building will get to the cap eventually (so no need to spam broadcast centers).
One of the many reasons why Vanguard bombed so badly is that the actual requirements were completely insane. To play it at anything approaching even reasonable performance, you basically needed a high end system less then a year old. They were on the record as saying "sales will pick up once people buy new computers." Are you kidding me? Its a pretty easy calculation really. The more people who have systems capable of playing the game, the more potential buyers you have.
Build a culture building (Broadcast Center, Media Hub, Temple of Communion) either at or near the planet. Those buildings generate culture, which will raise the allegiance at the planet you put it at, then spread to nearby planets (phase lanes change to match your empires color to show the spread). That will raise the allegiance to the planets cap, which is shown if you mouse over the allegiance thing with the planet selected. The cap is 110% for your capital, and goes down as planets
If you're not fighting for that long, you have time to get things like Tradeports (2 civilian labs) and Broadcast centers (3 labs) up and running. Those will help your income out tremendously, so when the time does come to build a fleet to fight him you can just crank the ships out. You might want to make your first cap the Akkan instead of the Kol, simply because you can use it as your early colonizer too (it regains antimatter way faster then the colony ship). Since you know you're no
1. The more ships you have, the more valuable upgrades are. If you only have a handful of Illuminators, building another one is a bigger damage boost then the upgrade. If you have 30 of them, the upgrades can really start to pack some punch. In general I don't go for weapon upgrades early (phase missiles are the notable exception due to their awesomeness and low cost), as armor/hull/shield upgrades work on every ship you have whereas weapons don't. 2. Early game, no. You need those cred
Phase Stabalizers are a Vasari tactical building. Ships can phase jump directly between any two planets that have stabalizers. Its a huge advantage when you get a lot of them, as you can warp around between planets at a much higher speed (there's another tech that increases the phase jump speed inside stabalizer lanes) then anybody else.
Its not really a tactical slot problem, its that defenses are pretty weak. The orbital defensive gun placements can simply be flown around, given their short range. I think there's a happy medium between completely overpowered defenses and the current useless against anything but pirates ones.
The Deliverance Engine works by effectively giving you a culture rate on the planet you fire it at. If you look at the info card for a planet where you have a Temple of Communion (or any other culture building), you'll see "Culture Rate: 4.0" or something like that. Thats the rate your culture is growing at the planet, and it spreads out from there. When fired, the Deliverance Engine will make the enemy planet act like it has your cultural buildings for a while. The rate is actually pre
Nothing really beats Malice + Cleansing Brilliance if you want mass devastation. I found the Vasari Battleship's "Volatile Nanites" ability pretty useful too. Whenever one ship dies, the other ones around it take damage. Another Vasari cap ship has a Phase Missile Swarm ability that works too, and the Evacuator has an ability that lowers the armor of enemy ships, which makes them die real fast.
Yeah. I'm interested because of the interactivity and the player city stuff. I got into a technical test, but didn't really get to play much due to the nature of that kind of test (goal is to stress stuff until it breaks, which it did). That being said, I don't really blindly buy games anymore without trying them, I've been burned too many times on stuff that just didn't work as advertised. Here's hoping. :)
I'm eager to try this game out from a PvE view, since I really don't like PvP. Anybody tried it and know how it compares to WoW?
Two culture structures do stack, increasing the rate of cultural production and thus the spread. I'm not sure the actual range is increased, but it'll get there faster (and swamp enemies who only have one cultural building).
[quote]I would also like to see more ships, mainly capital class, and none of this balance nonsense. No war has ever been balanced, i don't recall Churchill ringing Hitler and saying "no no fair that you have V2 rockets and we have nothing to match it so don't use them." Want to prove yourself as a true strategest then use a weaker race to win[/quote] You're comparing apples to oil refineries. War is serious and fatal business. Sins is a video game. One is a life and death stru
Yep. Its amazing watching the damage a group of Assailants can do compared to similar ships against enemy capitals simply because of phase missiles. Unless its a Kol, of course. That forcefield ability can block phase missiles. Part of why its such a good ship.
Progenitor Mothership.