Heroine4Life

Heroine4Life

Joined Member # 1585285
1 Posts 22 Replies 6,606 Reputation

I agree that the AI should strive to have specialized high-output planets, both for production and research. I suppose that it is a difficult thing to tell the AI, but a nice goal and a good enhancement by all means. They do actualy. Thats what i ment in my orginal post. I see them computor doing it all the time. Please dont com

7 Replies 5,035 Views

if you mine a military starebase it will do it automaticly to all ships already built and all that will be built. upgrades due to reasearch need to be designed into new ships, you may then "upgrade" your ships anywhere

5 Replies 3,732 Views

if there are enough planets the computor will do what most people are doing (well better players) which is planet specialization. The computor is only building 2 factories cause thats all you need on a planet that is mostly being used for its ablility to reasearch/farm people for money (taxation). this isnt rare to see and i usualy keep the planets as they are. I bet the comp has 1/3 of its planets dedicated to military

7 Replies 5,035 Views

2 troops modulaes = 1 bil people 2 advance modules = 2 bil people 2 bil people is a dent.... expecially since most transport designs can be built 1 in turn (or some low ammount) no reason to build a transport with less then 2 modules.

22 Replies 14,821 Views

Maybe tax slider moral should have an average factored into it? Like the tax level of the last 8 weeks averaged = the moral, so dropping taxes doesn't have an immediate moral boost, but takes time to gain the trust of your citizens. if bush just put Taxs down to 0% and siad he would make it work would you re-elect him? Sorry i mean like a dece

14 Replies 4,590 Views

Place them so that enemy planets fall in the zone of effect. Planets that are not even in your area can revolt to you (i have done this my self. ) I posted how the work more accuratly in the post that wade created.

16 Replies 8,634 Views

The %s actualy turn into raw numbers. Dont kid your self influence starbases dont prevent defection, they onyl create it. Make them close to enemy bases, youll see the planets Influnce then parathesis and a number (IE 9.86 ip( 3.86)) if that number in the parenthisis goes over 4.00 it will start to revolt. The %s on the influence starbase add directily to this. 60% = .6. This adds up very quickly i believe fully upgraded the influence starbase adds something insane like 4.0-5.0 which wil

12 Replies 9,336 Views

Unless your small ship can pack 100+ fire power and huge defense of multple weapon types as well as give outside bonues in a radius, I'll stick with the starbase. thats not what he means he means building the starbase and instead of getting sensor bonuses on it you just get a small ship with sensors. Very practicle alows you to move ship

13 Replies 5,613 Views

I usualy go at 100% spending 80% tax. This means (for non-starting colonys, they produce more food) i usualy have 2 entertainments for every farm. This usualy keeps me at 90-100% approval.

9 Replies 5,679 Views

har, didnt think this compleatly threw. your ship sounds like it has 4-7 maintance. My starbase has 0. so it will take somewhere in teh vicinity of 70 turns before they are equal then at that point the starebase is a better idea. Also make sure you not making your constructors to complex, make it so that you atleast have enough different models anybase could biuld 1 in 1 turn.

13 Replies 5,613 Views

A shield icon will appear to the lower right side of a planet if a ship is in orbit. I know this doesn't tell you if it's defended but it helps. Yes we are all aware of this, even the poster of the question. But when you have 20 odd planets it takes forever to look for the shield. The shield should also show up in the planet list.

12 Replies 5,013 Views