Mining bases will not show a bonus on the planet screen, only in the civilization stats. Influence bases don't affect the influence output by planets at all, so they won't show up on the planet screen either. Economic bases SHOULD show up, but only if 1) the planet is inside the ring around the starbase and 2) you have built the production modules on the starbase. The bare starbase adds nothing to the planet, and trade modules don't show up as a planet bonus, they are applied to your trade ro
WIllythemailboy
IIRC Stardock will sell discounted serial numbers in situations like this. Contact [email protected] to ask, the worst you'll hear is no.
The campaigns have intentionally handicapped research trees. As you move on, you will also notice that tech does not carry over between missions.
In games for score, you'd still be wasting points. I have my production set up so that ships take a specific number of turns to make, so adjusting the sliders would throw that off. A tiny hull and a constructor module cost exactly 95 mp, so I would aim for planets to put out exactly 95, 48, or 32 mp, depending on whether I want to get a constructor every turn, every other turn, or every third turn. A tiny hull MSBA-fodder ship costs exactly 47 mp, so most planets are producing either 24 or 47
This reminds me of the USB Toaster I got my brother last year.
[quote]Because it is better to get all of tech X now and then wait for tech Y later instead of waiting for tech X and Y all that time. Yea, go ahead and add the feature if it's requested enough, but I know I'll never use it.[/quote] It would get a LOT of use in fast research games and on end-string techs. If I can get Impulse engines with 40% of my research points, I'd like to have the option of spending the other 60% on something I need, not getting halfway into
The Yor are intentionally missing parts of the tech tree. Almost all of the races in Twilight have strong suits and glaring weaknesses, it's part of the individual tech trees they have. Influence and economy are particular weaknesses of the Yor. Trade tech if you can, otherwise you're pretty much on your own.
They don't start with access to morale buildings, so it's a good idea to put a few racial points in morale. Other than that, it's likely just having taxes too high. Prioritize on reseaching techs that give passive morale boosts, there are quite a few of them for the Thalans.
There are both lore-based and practical reasons that stargates are not used. Lore-wise, they were supposed to be far *slower* than the engines we have. Practically, Brad has said that it would be impossible to program the AI to use them as efficiently as a player would. It would be a huge bonus to players that the AI simply could not use properly.
It doesn't any more. At one point it did, and if you were extremely lucky you could get a tech victory in under 6 months.
[quote]As far as I can work out, you have to have researched or stolen the tech that allows you to produce the building to be able to capture it; so if you can't build a Logistics Centre because you don't have the tech, you can't capture one.[/quote] For normal buildings this is true, but super projects (which the logistics building is), galactic achievements (the Arcean stellar forge, all those Thalan buildings, the Restaurant of Eternity, etc) and trade goods are exe
All structures that benefit your entire empire (all trade goods, most galactic achievements, stuff like that) ignore bonus tiles. Some buildings that only affect the planet they are on also ignore bonus tiles. Power plants, research coordination buildings, tech/manu capitols, food distribution centers, etc do not gain anything from bonus tiles. For food, research, and manufacturing production only buildings that give actual output can benefit from bonus tiles. Anything that says +x% t
[quote who="LegacyCWAL" reply="43" id="2388237"]They won't give you anything for extreme techs they can't get any use out of. So if you want to trade them away, make sure it's early enough in the extreme-planet phase of the colony rush that there's still plenty of decent ones to go after. [/quote] That's not entirely true. In my experience anyway, the AI will NEVER pay for toxic or barren tech, of either level. Other techs depend on how many planets of that particular type
The most you can easily get with four constructors is 39, 13 in each type. Couple that with the Thalan defense tech (24 in each) for a fast 5 constructor defensive stronghold. My guess is that he had quite a bit of military bonus and was giving effective numbers rather than base numbers. The other alternative is to not arm it at all and park a few dozen 1 point tiny hulls on top of it. The point is not to defend it, but to force the attacker to kill each tiny separately, giving you ti
Repeatedly hitting the space bar usually helps in this situation. As jacklv said, this is usually caused by ships getting stuck doing movement, and hitting space wastes all of the stuck ship's movement points, allowing the turn to progress to the next ship's movement.
The AI will sell low-population planets pretty cheap, although you will be paying more as the Arceans than the Terrans. Don't bother trying to buy the techs, buy the freshly colonized planets themselves! Even if you don't have any of the tech, you can still build population, rush buy, get credits, and research with those planets. IIRC focused output from your research output is also unaffected.
[quote who="Noctilucus" reply="34" id="2385039"]Such bonus tiles are more common with increasing map size and increasing number of planets. And I believe additionally luck also plays a role. Just don't run into debt, that's often the biggest challenge with such bonus tiles... [/quote] Actually, it is linked to map size and decreasing planet count. The number of bonus tiles is pretty constant for any given map size, they are just being distributed over fewer pl
Influence starbases don't increase the influence of any planets in the ring, it only increases its own influence. You can place one deep in an AI's territory to open a "bubble" of your territory, even if you don't own a planet anywhere nearby. Also, the influence from a base drops off faster than it does with a planet. Planet incluence seems to drop off nearly linearly with distance, while base influence drops at closer to distance squared. The important thing to take from this is tha
[quote]im sorry moose if your gonna try to make a point please make a point about the topic not my spelling if you want to lecture proper spelling take it to a forum about English and how to spell correctly. And no im not mistaken about what a theory is and how it is applied to science. TOO many of you wanna be scientists think a theory which means AN IDEA means its A FACT. which it isnt. and since its only AN IDEA it means its not THE TRUTH.[/quote] Your grammatical error resulted in
With that low of numbers, the random number generator can screw you over pretty easy. With only two attack, you have a one in three chance of missing entirely. With two defense, you have a one in three chance of your defense failing completely - and when that happens, the defense suffers attrition regardless of whether it stopped an attack or not. On average, your ship would take 9 turns to kill the 2/0/0 ship. Their fleet would take an average of 12.5 turns to kill yours, so reloadin
In the options menu there is a setting that controls this. I think it varies depending on which game (DL, DA, TA) you are playing, but look for something like "tactical zoom level".
...assuming no red bases... And that, really, is the heart of the matter. At max tech, there is no excuse to attack an enemy that still possesses a military resource. Your first move should always be hitting their base(s) and rebuilding it/them yourself. If necessary, have a class of fast constructors explicitly for this purpose. Doing so will drop their ship bonus 40% or more and increase yours by the same amount per resource. Also, by the time you reach max tech, ec
I like big maps. By the time I'm done colonizing and collecting ethics events, I'm nearly to the point where I can get the orbital terraformer anyway. I go evil to get the soldiering and influence bonuses, as well as free starbase upgrades. If I can tempt an AI to research Concepts of Malice the ASC, NMIC, and MCC are helpful, but usually the AI won't research that until I've reached the point where I'm trying to avoid taking planets.
Depends on how far recycling technology progresses. In theory you could take the bits of a broken part, drop it into the intake hopper and have a reassembled part come out the other end. Second best would be returning parts to a recycler so they can do it on a larger scale.
The Thalan tree is lacking most of the traditional ethics techs, certainly ALL of the evil ones. If you want them you're going to have to give/sell ethics to someone (Terrans are always a good bet to go neutral) and wait for them to research NLCs on their own. Then you can buy them from the AI.