Klaatoo

Klaatoo

Joined Member # 4343523
0 Posts 0 Replies 4,770 Reputation

Micro Repair Bots will certainly help, as will moving damaged ships into planetary orbit. And, IIRC, you can put points into repair capabilities when you set up your civ at the start of the game. As to coded repair rates, maybe the more informed here can answer that....I don't know the answer. The whole alliance thing is broken, IMHO. For example: Civ A is allied to Civ B and to Civ C; Civ B declares war on Civ C but Civ A doesn't have to take sides...can remain out of

25 Replies 113,903 Views

By the same token, you'll generally have much better relations with other evil civs.... ...and the benefits certainly will allow you to get the fast track on a strong military...especially quick access to Psionic weapons...

17 Replies 20,880 Views

Econ bonus or no, the benefits for being evil far outweigh what you get for choosing one of the other two alignments. And yes, the planetary bonuses given when making an ethical decision during colonization remain....soooo nice when you get the 50% starship bonus for a planet containing manufacturing tile bonuses......

17 Replies 20,880 Views

I only play DL's, so take this advice with a healthy dose of sodium chloride...... I go for as much mini bonus as I can afford to research. This allows me to pack as much firepower on my "smalls" as most others "mediums". Heck, I don't even build a "medium" until well into the game. When the "ultimate weapons" begin to appear in numbers, I slide to my kamikaze to decimate enemy fleets before I send in the "regulars". By this I mean a cargo hull packed with nothing but

23 Replies 18,944 Views

Given the bonuses for being Eeeevil (increased military production, huge econ bonus, not paying for starbase modules, having Psionic weapons relatively early in the game, and others....) why would anyone want to play as anything else??? I cannot think of any bonuses that Neutral or Goody-Two-Shoes get that would offset such huge benefits for being evil (the starship armor and research buildings you get, for instance, are a joke, IMHO)

17 Replies 20,880 Views

There are a number of factors that affect the final product, some of which you've mentioned. Race bonuses and any bonuses you may have applied during the game set-up; tech advances ("Reinforced Hull and Hardened Hull both have HP bonuses to apply); galactic resources (which add to Att/Def numbers); military starbase bonuses; and Trade Goods (Xinathium Hull Plating, for instance). There are speed bonuses: "Gravity Accelerators", for instance; and there are pl

2 Replies 4,763 Views

I might add that you should go to the colony list screen to first see which planets are making you money, and which are losing money. Work on those planets that are not producing income first, and then move to those making marginal income, etc. I find that 1 stock market for every 2 factories/research facilities helps keep each planet making money. I build a farm on every planet that can benefit from one so that 99.9% of my planets eventually each 10b in pop. There are exceptions, of

8 Replies 7,214 Views

IB's do not increase a particular planets influence, but increase your cultural influence in the space around the base...how much depends on how many influence modules you attach. They have no effect on tourism, as far as I can tell, but I could be wrong on that....

2 Replies 4,199 Views

Favorite civ: Yor. Love the ship styles, the mini bonus, and the quasi-Borg connection. I use custom ship designs in-game, and have had hours of fun designing my "Dervish-class" destroyers, my "Borg-class" cruisers, and "Terminator-class" battleships. Of course the combat transports just have to be "Cube" [e digicons]:grin:[/e] The mini bonus fits with my play-style....my smalls pack as much punch as most other civs frigates, and my mediums as much as most other civs "heavies". Since I

13 Replies 14,455 Views

I've always found the UP to be a rather lame aspect to the game...no real teeth and very mundane topics to vote on. If sanctions were stricter, and topics more interesting (how many times can you vote on morale-boosting games???) the UP would be far more useful, IMHO. Lately, I've taken to playing without being a member. Makes for getting the economy off the ground a bit tougher, but if there's multiple minors around I can trade with them. I've always found it am

9 Replies 49,434 Views

I am aware that it is a flat limit. I was referring to an encroachment by others on that limit. Perhaps my version of DL" is bugged or not patched correctly. When I attempt to build a starbase that would exceed the sector limit, regardless of race origin, I get a message stating that that base will exceed sector limits. It's not a problem, really. I just use the method I described above, and someone else takes care of it for me [e digicons]B)[/e] More to the point is that

20 Replies 14,211 Views

For me, two reasons: 1. I'm a player that uses LOTS of econ starbases. The AI tends to build them in your homeworld sector, mostly. I have all of my trade ships departing from my homeworld and so I cram as many econ bases as will fit around my homeworld cluster. So with the sector limit on starbases, even one starbase built by another faction, ally or neutral, costs me money! 2. A matter of principal. IMHO, the player should have the right to refuse any foreign starb

20 Replies 14,211 Views

God, i hate my allies they build starbases every where even near my planets Is it possible to gift a ship or two to the enemy right next to those starbases? My common tactic in DL, sandbox mode, is to gift a ship or two to someone who is fighting anyone who places more than one starbase in my territory, with whom I don't wish war.......yet. Never tried giving one to an existing enemy..... Seems that whole iss

20 Replies 14,211 Views

I went on some forum sites tonight and noticed that ship construction seems to concentrate on Offense. This is because the tech tree greatly favors offense over defense. It costs 2 1/2 to 3 times as much to counter a high-end weapon (like the Doom Ray, for instance) with the appropriate defense. This makes for longer build times and much higher expense. I don't care much for this system, but it is what it is....... But

19 Replies 20,499 Views

When I first started playing DL's, I took the advice of the several guides available, and stayed away from developing farmland beyond "basic" and avoiding bonus farm tiles like the plague. I tried living off of trade which works until.....there are only several civs left and all become your enemies, leaving noone to trade with except minors (and maybe not even those if they are allied to a major). Then I started paying more attention to the "happiness" TG's, getting a po

14 Replies 9,029 Views

The most unrealistic part of the whole system for me is the focus feature. I'm sorry, but you simply cannot take research workers and throw them into a factory and get any kind of decent production out of them. I've worked in an automotive parts producing factory and it takes weeks to learn how to properly flip a part onto the alignment pins of a press, or maneuver a 1000 lb spot welder dangling from a cable to get the welding points into a tight space. And what would

25 Replies 276,327 Views

Firstly, I play only DL so take that into consideration when reading my suggestions. Secondly, the above recommendation about 100% production is quite true. I set it there as the first thing I do and never touch it again for the rest of the game. As to what I do for warships sizes....I play mostly as the Yor and occasionally the Terrans. In neither case, especially as Yor do I bother with starships larger than mediums. My tactic usually depends on outproducing my opponent(s) s

20 Replies 26,216 Views

Everyone to their own style, I guess. Have to disagree about a fully upgraded starbase being easy pickings. I've had one destroy outright, a pirate fleet complete with battleships that would've been a serious load to handle for even my best fleets, at the time (and we're talking better than halfway down the weapons tech-tree). And certainly any galactic resource mines you have will become immediate targets during wartime, and will have to be defended. With a fully upgraded base, I

7 Replies 32,644 Views

When I first started playing I took the advice I had read in the few guides there are and stayed away from placing farms on farm bonus tiles and to refrain from developing farming beyond Basic Farming. Now, every planet above PQ6 gets a farm, and if I have an entertainment bonus tile as well as a farm bonus tile, then I will build up to lvl 2 farming on the farm bonus. What I end up with is around 50% of my planets have a pop of 10bn, another 25% will be in the 12-18bn range, and the

20 Replies 26,216 Views

I don't know how the system in TA works regarding ship sizes, but in DL I never bother with BB's or Dreadnoughts anymore. I remember reading several guides when I was first learning the game that all said don't bother with the highest levels of miniaturization. I'd have to say I disagree. By the time the game progresses to the advanced stage, and everyone is arming their warships with high-level weaponry, it's simply not cost effective to put much, if any def

11 Replies 10,450 Views

Yes, sorry if I wasn't clear enough. I play DL's only, so changes made in DA/TA I wouldn't know about. To get a little further into the DL system: the Doom Ray (highest level beam weapon) has an atk value of 22, costs 150, and requires space of 10 +4%. The best shield defense, Ultimate Invulnerability, has a defense value of 9, costs 140 and requires space of 3 +3%. So you need three UI's to counter the Doom Ray. The space required is about the same for both systems, b

9 Replies 9,451 Views

As an example of how absurd it can get, in a recent DL game, there were freighters running around with an attack value of 127...and this with Disruptors which have an attack value 1/3 that of the Doom Ray. So at that point there's no reason to mess around with defense at all unless you build nothing but BB's and Dreadnoughts, which I don't do. Any starship with a maintenance of over 30bc just isn't worth it, for me, and unless those 'heavies' are battle-h

9 Replies 9,451 Views

In using my system, you do have a time factor involved, not just money. Each module has not only a cost, but a time-to-build figure associated with it. If you order up multiple modules they get placed in a queue just like planetary improvements. Modules do not become functional until their build time is completed. This prevents getting a fully functional star base with all the add-ons all at once. I would say that I spend 1/3 to 1/2 of my game time building and moving

7 Replies 32,644 Views

Your trade route only needs to pass through the area of effect. However, I wouldn't get too crazy with building econ star bases just to bump trade. Firstly, trade routes can, and do change frequently during the course of a game for various reasons. Your trading partner can become your enemy, the planet your route goes to is captured by another civ, or simply more profitable routes turn up. I rarely am trading with the same planets that my first trade routes went to at the beginnin

7 Replies 32,644 Views