SprintSTNYC

SprintSTNYC

Joined Member # 635945
0 Posts 5 Replies 2,135 Reputation

I would say the easiest way to model a carrier would be to have it be a module, like a troop transport, that accelerates the movement of small and tiny ships. That is, small and tiny ships wouldn't need hyperspace engines so long as they were in a stack/fleet with a carrier. It would let them be comparatively more powerful since they wouldn't need to waste space on engines.

7 Replies 7,236 Views

I preordered at an EB here in New York, and there's still no sign of it. This was probably complicated by the EB/Gamestop merger. While I do want me my preorder bits, I'm going a bit out of my mind with the wait here. Are there ANY stores in New York that people have seen it in?

0 Replies 3,613 Views

I preordered it from a brick and mortar store because I like print manuals and at the time I thought it was the only way to get the preorder goodies. I called today; they don't have it in. I am so tempted to purchase the DL version tonight, but then I get no preorder goodies. Must... be... strong....

5 Replies 9,101 Views

Also, how does trading them work? In my last game, I just built them for the benefit to my empire. I see they're an option in the diplomacy screen - are they just something you can share with AI players in return for loot/tech/etc? Do you get to keep the benefit while you trade them? Etc.

4 Replies 171 Views

I haven't quite figured out how production works. It often seems like small recently established colonies built stuff as quickly as my home planet. Do more people = more production? Are people useful for taxation but not production? I've been looking through the manual, but I'm still a bit confused. It often feels to me like I can't quite grasp what effect my actions are having on the economy.

1 Replies 79 Views