I also have seen this on my copy of the game, both in regular version and in the betas. - Danek Jovax
Danek Jovax
I found that ignoring the Dread Lord ships altogether and then intercepting only their transports and constructors with swift fighters was a handy way of thwarting them until I was able to research enough tech to beat them face-to-face in direct combat. For the most part the Dread Lords ignored my ships unless they were within one move of a transport/constructor, or too near any of their cruisers/battleships; then they'd start attempting to catch my ships. I always made it a point
That's because in the game there's code for in each factory to represent a little reslusive nerd-type that likes to 'tinker' on their 'off hours' that generates those extra tp's. ;2) j/k
One thing that I realized (between reading the manual yet again and testing some sliders on a particular planet I owned) is that the spending on a planet is also a factor on what is produced: from the manual (pg. 27): 1bc will produce 1 mp (manufacturing point) 1bc will produce 1 tp (technology point) You can correleate this with the details screen of your colony. Take the overall spending, subtract out the maintenance costs, then distribute the remainder accordi
I've played this game (and profusely read and re-read the manual) for about a week now, and, overall, like it a lot, though I too have seen some rather odd things with the economics. I am not sure if they're due to my continuing ineptitude in making an efficient econ for my civ (I'm usually 100% higher in econ capacity than any other civ in most games I've played - I have set econ skills somewhat for my race, but despite that I still can't seem to mu