Does the morale mining starbases apply to the base morale (thus raise it from 20% to around 28%) or does it just add to the base morale just like an approval building (20% + 8% = 28%)? Morale mining gets added on to your race bonus. The race bonus gets adjusted by population like a building bonus does. However, it's slightly more potent...
random50
Yep, it works like it's supposed to. The original system was *much* worse, believe me! Remember the viewer is just for show. Realistically (as if that matters!) those ships wouldn't have been waiting in line to fire - they'd have cracked off a shot even as the incoming volley that kills them is approaching.
I like mine slow and mean (still spd 16+), let the other races shake with fear... Ah. I play very slow tech speed, so I'm not getting those sort of speeds with just 2 engines for a long while, if ever. That's the sort of speeds I like though.
Sensors...eyes of the universe is your friend. Before that, I use sensor boats - cargo hull with the sensor cap (15) and as many engines as I can fit. This should still be able to outrun anything with guns and so can travel along with your fleets, rather than *in* them. Defences are expensive. I usually only fit them when I can manage *at least* 50% more than the opposition attack rating *and* still have room left over for reasonable weaponry and speed. They usually wait '
Ltr I go to my 2 best engines plus weapons/defenses. Just two? I often put 5 or 6 engines on the huge hulls, as long as I can spare the offensive or defensive capability. Not that I think the extra speed is all that needed now first strike advantage has gone, but it makes for much less annoying micromanagement!
I think the AI shit their pants the turn after the started fighting me. More likely the AI stupidly thought it was winning gloriously 'cos it still had 100 more ships than you!
You don't even need to bother putting a warship in orbit to protect a planet. A bare tiny hull will do the job just as well, can be turned out in one turn on most planets and cost nothing in maintenance. That stops lightning quick unarmed transports from invading. Once they put weapons on the transport or give it escorts, they'll lose engine space and will no longer be fast enough to launch a sneak attack without you having a chance to intercept. If you're still worried that they cou
Most important factor is distance - if you track the value of the trade route as it moves along the route, you'll see it periodically jumps on long routes. How often depends on the size of map. Oh, and it's distance rather than the turn time it takes to travel the route, so try and make the routes diagonal (40% longer for the same "time distance" than straight routes) Population's a factor...it depends on the sum of populations on the two planets. But this is a much lesser effect tha
Military rating needs to be altered to include number of planets each side has and industrial capacity. This would give a more accurate guide to how powerful everyone is in the game. Equally as bad is how military strength is calculated in the first place. The way I play, I usually have an immense tech lead, but a pathetic production capacity.
A normal reproduction rate How do you know the average gestation period of a Thalan?
Ehehe, I think I mixed 'em up with resource bases. V1m blushes. Even with +24% they're still well worthwhile, especially w
The thing is, the Starbases doesn't move, a Starship can. If we need those 2 to become kiff-kiff in terme of production cost/efficiency, we need to increase the power of Starbases, because right now, I think that Starships greatly out-perform the Starbases on almost any military scale. I agree. Where military starbases are nice is in setting up
I'm using 1.2 Really? I thought they got nerfed in 1.1! Anyway, they're definitely just 24% in the beta. I've been playing a lot lately (it's Summer and I'm an academic, so I've go time for the next coup
Wow, I'd be crippled without the economy bases. +44% to production and research is no mean bonus, especially if you can cover 3 or 4 planets with the same bases (my best ever was 6 from one Ebase!) +44 was very useful(actually, thought it was +49 originally?) Unfortunately they've been nerfed and only provide +24% now, which can still be useful
Max pop has always been based on the number of farms you have, regardless of size. wrong its dependent directly on farms and pq of planet. Actually, the original poster was ri
1) you already can. ("upgrade all ships of this type" button) Which is often not all that useful because it's too expensive to upgrade the whole lot at once!
Me being stupid. I'd researched some of the starbase techs, but hadn't actually researched space weapons at that stage...and all the modules I *had* researched had battle stations mark 1 as a prereq.
I think the bonuses are summed up and then applied once: 100 * (1.0 + 0.2 + 0.3 + 1.0 + 0.5 + 0.3) = 100 * 3.3 = 330. No, the planetary bonuses (from stockmarkets and econ capital) are summed then multiplied by the base income, then the whole thing gets multiplied by your race bonus. If you've researched different government forms, then this
Using the latest beta, is anyone else having issues with military starbases? I don't seem to be able to install any modules. When I send a constructor to the base it says "no new modules available" even though I've installed none at all and there are supposedly two available!
I think starbases have gone a bit screwy in the beta. I was showing 0 of 1 modules installed on my military starbases, yet when I went to upgrade them it said "no new modules available". To check it wasn't my imagination, I researched the first starbase fortification tech. It changed to 0 of 2 modules installed, but I still got the same message. Or am I forgetting something?
That is very weird. I don't know why you're getting different results to me, unless they changed the way it worked in 1.2, but then I didn't see a mention of it in the changelog. Your explanation makes sense, it just doesn't work like that in the current beta or the earlier versions I tried it with. In those cases the PQ bonus doesn't change the planet type even when it moves the planet outside its usual class range, so Thala still gets 2 bonus tiles in the 16-18 range. By the way, you can t
Can you post screenshots? I've done it with 3 different versions of the game including the latest patch and never once seen what you claim. What version are you running?
Oh ffs! Edit because of the stupid god damned forum bug posting in the wrong thread.
I retried it about 4 times, and got same results. Note that I think I was using a Tiny universe for all of them, and have noticed some changes when I put it up to Gigantic. However, it seems consistent when the game settings don't change: I still only get 1 bonus tile per level on the homeworld when using PQ+ bonuses. I said retry it *without* u
The point is, to have a strong economy, you must not put all your points into economic bonuses. A good balance of morale, pop. growth and economic is usually much more profitable.. Nope. Morale and population growth bonuses will speed economic growth, but they'll have no effect on its ultimate strength. Think about it...that morale bonus is mor