Perhaps the upgrade buy price takes into account building materials already present in the existing building, and a straight buy-up-front price does not? That's the way I've always thought of it. Upgrading within the same type (factory to enhanced factory for example) gets you full credit for the previous building. (eg if the upgrade
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for your last part, i'm past the phase were you build up your planets, i have the best factory's there are, second best OR best moral centres, best economic buildings, all planets are 100% build up (a few are still upgrading a few things) and i still can't have enough economie. As I said, it's better to have empty tiles than factories sitting the
well no...first i started with 5K money, not 7.5K, thought this changed. It did for the last version of the beta. It got changed back in the final 1.3 release. second, after getting like 15 planets my economie was
Also, if you cancel building *completely* halfway through a shipyard project (switch to "none") then the hammers already produced will be stored for the next ship you build there.
Bear in mind that 1.3 was in public beta for over 2 months. So if a planet quality bonus got goofed up no one noticed it. I certainly didn't. If it did get broken, we'll fix it. Sorry, Frogboy. The planet quality bonus has been screwed up for so long that I just accepted it and assumed you knew about it. Same comment probably applies to a lot o
an old way around this i found once before was by moving the frieghter into the planets orbit then moving it out to establish a trade route, it "used too" at least consider the last planet it was in orbit of as its main planet so thats a way around this "if still works" Pretty sure it doesn't.
kblore, no need to read through xml files. Get the galactopedia - it does all the hard work for you. http://www.kynosarges.de/Galactopedia.html It's a very nifty little utility. Since it's reading the XML files itself rather than being a preconstructed database, it updates automatically.
Still, it would be nice to defend an undefended base with the help of a fleet This you should be able to do. Are you saying you're seeing starbases without weapons or armour being attacked before fleets on the same square?
I had always assumed that you didn't get full credit for previous buildings. You definitely do. Converting to a different *type* of building does not give full credit, but upgrades within the same type do, at least as far as 1.3 beta 2! I doubt it's been changed. I even suspect (though not sure) that any excess on the last turn comple
It would be much more efficient to disable auto upgrade, research to Industrial Sector then enable auto upgrade and then have your planets upgrade from factory to industrial sector. I agree with the usefulness of the feature you suggested in this paragraph, but it isn't necessarily more efficient. You don't lose anything by going through each up
Surely if you tried it and it didn't work, then no it isn't true?! I vaguely recall somebody else on that thread mentioned that it only applies to military starbases but I may be misremembering. Anyway, if you don't build any modules that add to the *starbases* attack or defence ratings, you should find the AI will always attack the fleet on the square before the starbase. For military starbases, you'll have to put in *some* starbase attack in order to get the assist
If you're finding you're having to reduce the overall spending slider from 100%, then you have almost certainly just built too fast. There's no hurry. A building costs exactly the same to maintain whether your spending is at 100% or 50% so ideally you want buildings to be finishing at exactly the same rate as your economy is growing to support their extra production at 100% spending. There's not even any point (in the ideal) putting down a starport unless/until you're actually going to start
kblore, why buy the starport rather than just build it? I know it's an inexpensive building, but it's still costing you 80BC extra to buy rather than build, and it only takes 2 or 3 turns (slider depending) to build.
Really dislike the mining starbase changes. Resources were already unbalancing, now they're just ridiculous. I thought a lot of these changes were made to help the AI. This one disadvantages it far more since it's lousy at claiming and keeping resources.
So a smart strategy then would be to have a couple (or maybe one) large ship that has the highest attack value but also very high defenses, supported by a lot of smaller ships with no defenses and high (but not as high as big ship) attack values. Is that correct? It really all depends on your goals, and more importantly the make up of the enemy f
the computors also start with 7500... so i dont see what the problem is. The problem is the AI will probably use it to rush buy. Meanwhile, the player who knows what he's doing will sacrifice the immediate results a little and use the cash to build instead of buy. 2500 will buy the AI another couple of colony ships. It gets the player either t
In my second attempt at suicidal I managed to grab more planets than everybody but the Drengin who got a small handful more, I completely filled them with research labs and put my research slider to 100%. That only put me 6th out of 9 in research. The Drengin had twice as much research as me and still rising rapidly when I quit. So no, I don't think it's possible to keep up! Either trade for it or go to war early and keep invading at a rapid pace, otherwise you're screwed techwise.
From a pure efficiency point of view, a buying strategy for social and military production is not good...a stockmarket is only going to produce the equivalent cash of 3 or 4 points of production, and even those levels are going to be tough to achieve with the new rebalances. However, it does have logistical benefits, in particular being able to get your military material exactly where it's needed almost immediately. The same comments don't apply to research with tech trading on as the
I've been using a no industry strategy for a long time. You do need some industry originally to get the infrastructure down in a reasonable time though. Once that's done, I convert the factories to something else. I go at it from a research heavy angle rather than economy though...all research buildings then use the focus buttons for production. Enough economy buildings to support the research (which is expensive since with this strategy 100% of your buildings capacity is being used at all t
Don't think I ever bothered to check the tax income equation at a later stage of the game but pretty sure I checked it when Populatios were up in the 6-8B range anyways. Guess I'll just have to keep an eye on it for myself if no one knows more. Every time I start a game, I remind myself to keep checking. Invariably I get caught up in the ga
I know luck will influence battles and anomalies but is there more? You have more tile bonuses on planets I'm not convinced. I ran some tests with no luck bonus, the 25% in game bonus and a modd
This no longer appears to be accurate. I know it use to be completely accurate. Checked it out on a lot of planets and looks like they have added a .85 to .875 modifier somewhere in the process but I cann't seem to figure it out exactly. I'm not seeing any change. Is the game you're looking at a mid-late stage game? For as long as I'v
Slow down on the Neutral Research Centers. The best time to go for most planetary improvements is after you've already completely built up most of your worlds. That way the buildings will be both cheaper to maintain at any given production level and they'll also be working for you even whilst they're being upgraded. Once you run out of room and assuming you have the money to support them, then go for planetary improvements. Also slow down on Star Democracy and the other forms of gove
Bump. Wouldn't this be cool? Blind exploration's fun, but not when you find out you've been slaving over a gigantic map with just one other race on it...
What is "blind exploration"? I haven't found any documentation of what this option actually does. If it's off, your map shows the influence zones of each race (the coloured bits!) If it's on, you won't be able to see those zones until *after* you've explored the area. It's a cool feature to use if you have a random number of op