The white route is your longest unbroken trade route. Each link, each gravity well(occupied or uninhabitable), gives a bonus to the rate of all trade ports on that route. This is why its better to have more trade ports on fewer planets, instead of spamming one on every planet. You want to artificially lengthen the trade route by forcing it to snake through a system.
1Tiberius1
Eh, I'll have to check again, but I thought you COULD see some building structures inside when looking at the ship up close from the top...
Concur'D. ;p Sins has a relatively great price point. I got mine for $35 new. Most newly released PC games are $50 these days. The bright spot in all of this is that at least one of the Stardock team knows this, and isn't perturbed by your post. ;)
Concur'D. ;p Sins has a relatively great price point. I got mine for $35 new. Most newly released PC games are $50 these days. The bright spot in all of this is that at least one of the Stardock team knows this, and isn't perturbed by your post. ;)
While the TEC and Vasari techs show a ship in phase space, the Advent versions of the tech are called 'Visualization' and show a lady in a hood with 'thoughtwaves' emanating from her head. The tech is on the bottom of the top rung of the harmony research screen, starting somewhere around the 3 lab mark, IIRC.
If you didn't catch that, he said you can use shift-queue to plot a course around the enemy territory. This is essentially like setting way points in other games. In regards to rally points, while you cannot shift-queue to place the route, the route is at least visible as your cursor hovers over a prospective gravity well.
Alt-selection in the empire tree only selects units in the same gravity well. You'll have to pin the planets with superweapons to your tree and shift-select them one by one, then put them in a ctrl-group for fast selection later. Then at that point you can do the tab-clicking thing to fire them as you see fit in a manner of seconds.
It is a design choice, read the description of the level. 'Life is tough out in the colonies,' or something to that effect. There is another thread floating around discussing the level. Essentially you want to buy the home planet upgrade immediately for a positive cash flow. The first infrastructure upgrade removes 1.5 credits/second of the penalty. Together you have 3.5 credits/second at that point. Colonize the nearby asteroid and try to capture the neutral metal extractors, th
If not a bug, it is still irksome. No population, and from a design standpoint dead asteroids aren't much different from other space rocks. They shouldn't even bleed credits for that matter. If anything, you should start with 0 tactical slots and just have to research more. Right now they are less than useless; they are a trap for people with auto-colonize activated. :P
Have you guys ever seen the Vasari trade ships up close? They look like either(depending on your mindset) a flying banana or a flying wang. Although one time when I was fighting an invasion fleet in my system I was able to turn on cinematic mode and watch the battle from the viewpoint of my tradeship as it putted over to the trade port, which was nice. I came around the dark side of the planet to be greeted with sunlight and plasma as a large battle raged on nearby, the captain seem
This is actually helpful if you want to capture certain neutral extractors without finishing off pirate presence in the area. A few revolutions around the edge of the gravity well builds up the 60 antimatter needed to capture the extractor before moving on. The pirates will then function as a 'security detail' for your extractor.
You have to use the explore planet upgrade to find them, or wait for your enemy to do the same then capture their world and explore it yourself. They're random with something like a 15% chance of appearing. Certain preset maps always have artifacts on the same worlds.
Because some people might like the older versions better, be it ship balance or black market or whatever?
Yeah, when I first did that map as a newbie I played the entire thing without using the upgrade. The game lasted 3.5 hours, with me using the Vasari and their expensive ships. I was relying on the neutral extractors to provide metal I could sell on the market. It was my first loss against the AI, when the Advent AI pushed on my two colonies with about 80 ships, including several capitals and a mass of Drone Hosts. My reward was seeing the artwork of the ship crashing down on the po
Yeah, each level has a different name for each race, both supply and capital ship crews. If you can't see the grey tab on the lower left of each icon you have purchased, just start clicking up the line. :LOL:
Yeah, that map is a pain in the butt. The first thing you should do is purchase the Home Planet upgrade immediately. This brings you to the positive cash flow, by increasing your cash flow by 4 credits/second, and will increase allegiance over time. You should also get the first infrastructure upgrade as soon as you can. This brings your income up by another 1.5 credits/second. After that build your crystal extractor and the metal extractors. Build a scout or colonizer as needed
2 shots usually destroys the colony on any planet that isn't buffed with shields, as far as I've seen it. As for effectiveness, it certainly is effective. By popping an enemy home world you really screw with their income, and allegiance will start bleeding down. But by the time you get access to the weapon, any stalemated opponent should be able to continue on through your superweapon attacks. Still, the impact will be felt over time, and you can probably predict an opponent massing up for a
Yeah, T1 research can be handy as you get more credits than ship supply. But the first supply upgrade is a mere 9% upkeep cost, and should be gotten after the T1 upgrades(if you even invest in them before the fleet upgrade). At this point you should be building a respectable fleet. Once that cap is reached its totally possible to just buff all those ships some more, especially since you should already have several labs to unlock the more useful early ships for each race(LRMs, Guardians, Assai
Trade ports are almost always better than refineries; early, mid, and late game. Trade ports stack endlessly, and, at half the cost compared to refineries, you can build several at a time. Get enough trade ports in a large game and you'll get 100 credits/second as income. That means you can buy 100 resources of your choice every 'x' seconds, where 'x' is the conversion ratio listed by the credit icon above the purchase buttons. Refineries can never hope to touch that speed, and are
Purchasing upgrades later in the game when your credit income is 30+ can be helpful if you want a pair of cap ships in a fleet. Multiple cap ships in the same gravity well share experience, making all of them level slower as you add additional capital ships. In most cases though, you'll want to have one main capital ship at as high a level as possible. A level 10 capital ship with military research done is usually 3 times stronger in all stats(health, damage, regeneration, etc.) tha
I dunno. I think most people don't mind each empire having a military research team and a civilian research team. Then there are the fleet logistics upgrades. But overall, there is a point where additional slowing down of the game doesn't add much, and can actually break game balance between the races. V1.03 breaks a happy medium, IMO. It is both flexible and time/resource intensive at higher levels.
They need to because, without easy access to neutral extractors, they can't afford to build their ships in the early game, too expensive. :SNIFF!:
Oh, snap. That is weird. I wonder if its a glitch with rally points not being deactivated after the ship is first produced, making it want to rally after every order? It seems the most logical given your description. As a side note, when I first read the topic title, I thought this would be about the 'glitch' of the Progenitor Mothership delaying a group jump by getting pushed off the jump point due to its weirdly shaped hit detection polygon. This doesn't always happen, but its ann
It has to do with the auto-form fleet option. Sometimes when ships pass through a system other ships within the area will form their own fleet. They'll chase the fleet leader around. Its annoying to have ships flip around like that. Your best bet is to keep squads in different wells and move them around together.
*error post*