TarlSS

TarlSS

Joined Member # 2403511
8 Posts 67 Replies 518 Reputation

..Build while the siege bombers are bombing, you can easily get 3-6 turrets up before your planet dies. Build them relatively far from the bombers but still in range so you don't trigger the AI to kill them. With 3 tactical slots & three constructer ships you can hold off fleets for a -really- long time this way. (It is however, extremely expensive and not effective against massive massive fleets full of capships and whatelse.)

105 Replies 72,424 Views

Hangers are no good against siege frigate spam. You need gun turrets, just place them in front of the planet, maybe 10 or so with a repair bay and you'll be fine. Siege frigates aren't scared of hangers, it's turrets that kill them very quickly. You have to seriously spend -alot- of money on defenses. I'd say at least half of what you spend out to go in fortifying your border planets after investing in your economy. Eventually as you take planets you'll develop a 'chain' of heavily

105 Replies 72,424 Views

Balance Changes are good. Always good. The more, the better. You won't 'kill' the game with regards to well-thought out changes, only possibly alienate loud mouthed rankwhores who have some kind of emotional investment in the way the game is currently played. Seriously, frequent balance changes haven't 'killed any games'. Most games that start good, stay good, with a few exceptions of the community dying off due to high initial sales and poor sustained marketing. (Ala Rise of Legends)<b

260 Replies 234,249 Views

You're correct that yes, military is the easiest victory. However, the game is alot harder on tough+. The same just sucks at tactics, but frankly, that's every AI in the history of computer gaming ever. If you can pull off some basic guerilla stuff like hitting/running and sneaking around the back, or just parking your transports next to his biggest production worlds and skivving them, you can pretty much own any AI. The military game pretty

4 Replies 4,220 Views

Generally it's not hard to max out your economy even with starbases, Populists make far more of a difference in the beginning of the game as you can get more cash via tech trading and more money via taxes. Also your diplomatic ability helps you get through wars and what not, allowing you to strike at the right time.

19 Replies 11,937 Views

Yeah. It's an exploit that makes sense though, I mean, Hitler did the same thing to Russia, etc. When you launch a surprise attack on someone who does't expect it, it's pretty easy to slip past thier defenses. That's sort of how invasion works.

10 Replies 12,413 Views

Why is the population increase cap set at 2 million? That seems a little low. There should be at least some room for incremental increases due to good morale, and also the racial bonuses. Right now I'm not seeing much of a difference between a growth rate of 45% approval, and 75% approval, aphrodisiac with univeralists and whatever the highest pop option is. The cap should at least be set high enough that there's a difference between having those thing

1 Replies 4,701 Views

It'd be nice if the increased reproduction rate and aprohodisaic actually did something. Right now it's so easy to reach the cap there really isn't much of a point to it. Maybe if they just raised the cap or something? Or maybe there should be a disclaimer that the trait will make your morale go out of control due to overpopulation. Just something to think about.

223 Replies 120,825 Views

The AI just doesn't seem to be able to cope with Guerrilla tactics. Granted I only have played up to challenging, but if I shove engines on a ship, and zoom around fleets just blowing up starbases and capturing isolated planets, the AI doesn't seem to be able to deal with it. I can ignore their slow moving fleets and pick my own fights. Does it learn to build faster ships on higher settings? I get the impression that if I set the AI higher

0 Replies 3,469 Views

Uhm. For cash, why aren't you building tons of Stockmarkets/trade centers? That's what I do. It keeps pop low and isn't dependant on morale or anything.

24 Replies 13,920 Views

Wow. I usually do low pop/high tax. The only high pop worlds I have are the capitals, maybe 15b. Normally I play a military heavy game and crank out big ships 1/2 turns a pop on my manufacturing worlds. It seems to take too slow for pop to increase. Does building farms increase your pop rate?

7 Replies 6,836 Views

If you have a weak military, anyone will come and munch you up. It's just that if you're good, no one but evils will randomly declare war on you. I've had games as evil where I've out militaried everyone, and they were all hostile to me. Trading techs cost me a hand and foot. I was way behind in techs and the only way I got back online was kicking the pants off the nearest race. Granted, that was the optimum path since all my racials were in hi

59 Replies 32,720 Views

If the colony has no research producing structures, it's not spending the money. Money only goes into places where there's capacity to spend it. So if you have a new colony with nothing but factories, the money will go to power the factories. If your colony's all spread out with structures here and there, then yes money will get spent there.

9 Replies 5,850 Views

Sensor ships are a critical part in playing guerrilla. More often then not, destroying the enemy's capabilitiy to see you is more important then your battleships. This way you can't sneak transports and privateers around trying to blow up undefended targets. The AI -knows- what you are doing, and is taking the steps to prevent that. Goods to know the Dreadlords could smash your battlefleet to pieces, what it's worried about it you sneaking a task force

12 Replies 18,663 Views

No heroes please. Heroes promote micromanagement and playing Diablo 2. If I'm playing a strategy game, I don't want to be mooking around with General Salazar and his premier fleet of Space Rangers. Too much of the strategy genre has recently put effort into making heroes and experience units and baby sitting. Instead of furthering the strategic elements of the genre, they're spitting out hybrids. I don't want an RPG in my RTS. Heroes introd

83 Replies 54,774 Views

No heroes please. Heroes promote micromanagement and playing Diablo 2. If I'm playing a strategy game, I don't want to be mooking around with General Salazar and his premier fleet of Space Rangers. Too much of the strategy genre has recently put effort into making heroes and experience units and baby sitting. Instead of furthering the strategic elements of the genre, they're spitting out hybrids. I don't want an RPG in my RTS. Heroes introd

83 Replies 54,774 Views

Here's a solution. Make it so the capital worlds have unlimited tiles and unlimited population growth. Or at least give them significantly more tiles than the other worlds. Then increase maintenance costs for other colonies. Make pop growth based on a fraction of the population already in place, and give penalties for growth on colony worlds. Make improving planet tiles less painful for capitals, and more so for colony worlds. This will allow th

72 Replies 63,901 Views

The other races were using Stargates, so they were just using what worked. Humans didn't really have those or real good access to them so they needed an alternative. It's pretty much well, the whole reason the aliens from Stargate never really progressed technologically, they were already dominant. The whole philosophy of self improvement and such could just be a human concept, there's no real reason why an alien species would want to spend the effort

103 Replies 411,596 Views