Richrf

Richrf

Joined Member # 2456697
0 Posts 0 Replies 5,220 Reputation

The basic idea of a parting shot is to allow ships that have been destroyed to return fire one time before being destroyed. Now, I agree this will reduce the effect of the first strike but it will worsen the balance on off/def. The reason I believe this will happen is based on the MAD-principle. MAD stands for Mutually Assured Destruction. So, what happens

23 Replies 27,560 Views

According to that run, in the simultaneous-firing system coming with 1.2, a fleet of 10 ships each A:(20-0-0) D:(0-0-0) will be evenly matched against a fleet of 10 ship each A:(10-0-0) D:(10-0-0). This doesn't look at cost, though; I expect the 20-attack ships would be cheaper. Yes, there are two kinds of cost to talk about technological resea

33 Replies 17,969 Views

Speed gives you the *strategic* advantage of being able to pick your fights if and when you want it. You know the old saw, about attacking the enemy where they are weakest and where you are strongest. I believe, this advantage is equally useful whether you are using all out attack ships or mostly defensive ships or mixed in between. This is also independent of whether the combat system is simultaneous or gives the attacker the 'first strike'. Currently (v 1.11), attacking f

111 Replies 43,465 Views

I have to agree, the race abilities look pretty generic, there isn't any unique feel to the races. This is for balance reasons I expect, so all races can do exactly the same thing but differ only in efficency. It would be nice to have some modal ability that is yes/no allowing some races to break the rules (not just bend it). Such as the lithovore ability from Moo2 for instance, so they don't need food, or cybernatics where they consume 1/2 production 1/2 food. Or telepath

26 Replies 13,606 Views

It means that by your willingness to enter this discussion, with primary purpose of calling myself and CARL "idiots", that you yourself have become the subject matter of your own attacks. Welcome to the cellar rich! Thank you, a point I appreciated way back , see post #62. If you want to roll in the mud with idiots, you are going to

84 Replies 37,513 Views

'd like to see the following simulation: take a fleet of 10 ships, 10 attack and 10 defense each (lets say beam, can be any one weapon/armor type) then let em fight vs a fleet of 10 ships without defense and just 15 attack then 16 attack then 17 attack and so on, until 50:50 win chance is reached so we see how much more

33 Replies 17,969 Views

The point is to send colony ship to rich one whyle purchase another ship and "discharge" video on near low class planet so you'll get good planet before AI can reach it. but around fifty percent of the time u dont get a bonus decision. so in the ti

20 Replies 17,294 Views

You missed out chess. Try Rybka it will knock the socks off Fritz , Shredder, Junior, Hiarcs etc..Not to mention any player who isn't ranked top 50 or so in the world, in which case, they (the humans) have an uphill battle to draw.

40 Replies 32,178 Views

Heh, interesting comment, given that in the past, quite a few people stated that it is suicide to build on bonus tiles at the start because it will bankrupt you. Of course now they changed the system so unusued social is transfered to military but still....

8 Replies 3,785 Views

a question here, I'm doing the demo atm, but will get the game in a few weeks for my B-Day, so it doesn't hurt to pick up a few strategies now. my question is, when I start, since you don't want to use the core ships, should I buld colony ships with one or two colony modules? Definitely one. the idea of a colony rush is that You are

29 Replies 16,105 Views

Here's a blueprint to how i played on my last large map, settings abundant all , tough, 4 opponents. 1. Set spending to 100% 2. Left social/military/research at 33% (maybe not optimal) 3. Bought a factory, started working on next factory and a newly designed colony ship (one equipped with only engines.) Continue buying factories and colony ships until cash drops to some 200 or so . 4. Consulted mini map, I was on the middle lower left, while the other

29 Replies 16,105 Views

1. send out several scouts as far as they'll go and send your colony ships as far as they'll go as well, so as to create the largest perimeter possible. Produce colony ships as quickly as possible while maintaining research and social construction. 2. send out colony ships as they are produced, in random directions, looking for planets. No scouts. </TA

29 Replies 16,105 Views

Yeah, super sized colonies with tons of people , tons of economy and high approval seems to be a popular strategy. On the other hand , there is another group of players who fear high population colonies because they have problems with handling morale.... The writer of this newbie guide, belongs to this group. My own playing style looks upon the economy and BCs as not an ends but as a means to the end. As such I feel uncomfortable, when I notice my cash reserves piling up,

45 Replies 20,387 Views

Abundant settings pretty much wipe out the need to scout. Every star system you visit has pretty much a good planet or two, so colony ships can be cranked out blindly and sent ASAP to star systems. The aim is to extend your reach as far as possible with a string of colonies...

22 Replies 11,999 Views

A. Attack undefended or weak resource starbases. This can cause civ-wide chaos for the human player...especially those economy resources. It will also force the human player to stretch his or her available defense force a little thinner...to more uncomfortable levels. The AI actually does it, if it is at war. You seem to want the AI to d

84 Replies 37,513 Views

You have to be able to get a feel, on when the AI will declare war. If you research a lot of diplomacy, have a lot of trade with neighbours in the position to attack you, you can avoid being attacked for suprisingly long periods while you focus on development even at Tough level. But the trick is not too overdo it, and keep thinking you don't need a military, at some point they *will* attack. I have this particular bad habit of putting this off, keeping doing res

16 Replies 8,738 Views

Well, the standard textbook answer is "A combination of our volcanic atmosphere, and porbably a meteorite, caused protein strings to be created, forming deoxyribonucleic acid, DNA. This twisted and formed into methane breathing bacteria, which expelled oxygen. As more oxygen became available, some bacteria learned to breathe oxygen, which was more efficient in terms of ene

108 Replies 41,837 Views

Yes, age of wonders has the same uniform distribution and some of the same arguments against it was made. But at least AOW allowed defenders to strike back (unless you had the special first strike ability), something Galciv2 does not YET which makes defense even less useful. That alone helps a lot i think

23 Replies 27,560 Views