Has anyone ever gotten that 'While meeting with representatives from your largest trading corporation, one of the workers accidentally shoots and kills the leader of XX race. War has been declared.' message? I have by the Drathi, and right afterwards there were maybe 100 Vengeance fighters spread out all over my territory. Were these fighters part of the event? Cause I feel like I would have noticed them before, but I'm not sure because I
Razius
You can counter with your own or with embassies if you don't want to bring down the smack. It's funny when they have them and their planets are still rebelling against them.
Really? I have seen a few before. It's an ingame event.
This annoys the hell out of me. I often click on ships just to get a read on how much movement points they have so I can avoid activating the Autopilot when I next assign them the move or so I can see how much room I have when I'm reorganizing fleets.
It's all about leveraging if you ask me. Tiny & Small ships work best under the influence of military bases because the Starbase Assist and planetary defense bonuses enhance on a per-ship basis (at least as far as I know). Medium and larger ships work best out in the field without support because they can stand more. I mean, if you have 30 logistics points and a starbase with Protective Fields (+1 def/all) & Sniper Turrets (+1 atk guns), y
I used to do this via clicking 'Upgrade' in the Shipyard and then looking at the various components. But I couldn't do it with core ships. Now that 'upgrade' nukes the components I don't have a way of seeing the exact specs on a design (to see if I want to upgrade it or otherwise). Any help?
Common sense says both of the alien races would avoid fighting anywhere near you for fear of accidentally dragging in a third party. BUT... space isn't just left and right; it's up and down also. I don't see how you can volumetrically cover all of that. Besides, just because they're in your territory doesn't mean they're "in your territory". They might be 100 light years "up" from you duking it out.
Fleet manager = drooling
Rangers are too slow for me, and the Corvettes seem pretty weak (at least at the level I tech at.) I usually just suicide the corvettes on whatever target of opportunity and I park the Rangers in the Spin Control Center. In my current game there's 6 of them sitting there. They're too slow to get anywhere else.
The Korx are opportunists if I've ever seen 'em. If you're weak, they'll be right behind you with a dagger to your back. If you're strong or have something to offer them, they're your best friend.
I believe in striking the enemy where they are weak, not strong... so under my philosophy another way to prevent economic hemmoraging from massive military production is to sweep up the weak ones instead or to bribe the 1st & 2nd place guys into a war with each other, and then sweep in for the kill. I did this with the Yor and the Drengin. Both were way more powerful than I was, so I gave the Drengin Terraforming if they'd attack the Yor.
Yeah, I'm a little surprised that the AI doesn't generally attack troop transports. I've had a few situations where I've sent a fleet of transports directly up to a planet ahead of my actual fleet, and the AI just ignores the transports. Maybe it's an ethics sort of thing with the AI but transports are the first thing I target.
So... how do you personally name your ships? Do you use a code to name them? I generally only name the ship by class and the revision number, ie Battleship_Mk1a, etc. But the following game I end up having to overwrite my old designs and can't remember what the old models were meant for or what techs it needs. What do you do?
I couldn't help but notice that military victories give you a much, much higher score than any of the other types. Like in the order of 50,000 to 100,000 more. I recently finished a game and I realized the numbers don't add up... (Below is a screenshot.) The score if you add across only adds up to 30,638; but the military victory result was closer to 75,000. It doesn't seem to happen with the other forms of victory. Is this
Whore techs. Find out what techs the AIs have (by chatting with them), and then specifically research what they don't have. One tech or two techs spread amongst 8 major races and 1 or 2 minor races can get you upwards of 6-8 techs. Just start with the cheapest looking techs and then pile on the next cheapest until their offer turns red, or fill in the offer if your tech is better with cash. You can slide the cash button so that the amount gets maxe
You can use Influence starbases to increase your borders around your planets to both give yourself some breathing room as well as to influence/take over planets. Economic starbases are invaluable. If your economy is running full-tilt at 100% capacity and you still have cash left over, built the +% production modules at your economic bases. You'll be able to make your colonies consume more amounts of that surplus in exchange for higher prod
Well I think what the AI should do is instead accept the gifts, and disband its old ships, and give away or disband whatever ships you gave it in excess of what it needs. On another (similar?) note, I once gifted a bunch of ships to the Drath in one of the 'normal' difficulty games and he (the AI) turned around and made them fly up, individually, towards his space - without forming them into fleets. Every single ship had been destroyed thre
So... what settings do you use? I'm trying to get a ballpark figure for colonies controlled after the initial expansion phase. Thus far I've tried Occasional Habitables, Uncommon Planets, Common Stars, with nine opponents. On a large map I tend not to be able to get a single extra colony. Maybe one in a best-case scenario (excluding the ones in-system). On a huge map... well, same thing. By the end of the game (where there's no longer a
Thanks for the tip. Useful info. Maybe this stuff could go on the wiki?
I'm pretty sure you're just wasting it. Is there anywhere I can get a list of the 'intended' odd effects? The last few 'bugs' that I've submitted because of their (IMHO) exploitability have all been intended. I had no idea.
If you make a new design and upgrade 'all' of your ships, so that you're in the order of -200,000 bc afterwards, the following turn you're back to -2000 bc and soon back into the green. At first I thought my economy was just really strong, but this is the third time it's happened to me (separate games and relative power each time.)
I'm not sure if this is a 'feature' or not (is there somewhere I can find the feature list?), but I'm noticing my tiny ships (Star Fury) aren't benefiting from the starbase's Ship Assist defensive abilities. The larger ships, however, are. Ship Assist offensive abilities seem to work fine. Also, every time I try to post to this forum it drops the post into the main forum and I have to edit to manually move the post to the Bug Reports forum.
I discovered this with Hyperion Logistics, but I think it also applies to other super projects (Capitals, for instance). If you build a Hyperion Logistics, then successfully invade an alien planet that's also building the Logistics, it doesn't remove itself from your newly conquered build-queue. If you let it complete, you now have two Hyperion Logistics with cumulative effects. Also, since the AI hasn't finished his he'll bu
Sorry if this has already been posted; If you send in a multi-transport invasion and have transports left over, those transports get all their movement back. You can use this to daisy-chain an entire empire, theoretically.
The game says 'no further spending' is necessary... but is this true? I was under the impression that your espionage abilities would decay if you didn't continue putting money into it.