A ship must always survive every combat. Thus some people have built strats around ships that always survive with one hit point. I would say its more than building a strategy. IMO, this is the only way to play endgame wars. It also makes attacking any world without an OFM cake. This same rule can also be used to destroy entire AI fleets that YOU NEVER DAMAGE! As for all factories or all labs, I just follow where the math leads me. It produces
Wyndstar
I have to support Iztok here when it comes to trade. Sit down and figure out how many turns it will take you to see a profit from a trade route, and you see the problem in DA. The cost of the trader, cost of any constructors if you use star bases, cost to defend your routes... and it just doesn't add up. Trade is a great diplomacy tool, as Iztok says: look at it mostly as a diplomatic tool with some financial bonus. If resources are tight, trade doe
Hey, I'm curious about something: if Frogboy and the Geico gecko got in a fight, who would win? Triangle Man.
I thought with the changes to tech trading that the AI is not offering much for trades, or is it just demanding too much for its tech? How are you out researching the AI given their "group research" advantage? Perhaps you haven't read this. My shortest answer is to refer you to a game play example I recently wrote here . You can't get tech from the AI, but you can get everythin
4) Play a couple of games where you only play out the first six months to a year. I agree with and commend Purge for all of his advice in the above post. I would really like to highlight this point though. For 95% of my games, they are won or lost in the first year. Get that first year down, and the rest is cake (relatively speaking).
Since the 1.5X update, playing with the strategy I listed above doesn't work well anymore. I have lost several games already surprisingly fast. What are you noticing different in the AI's behavior? Actually, just took some adjustment on my part. Under this strategy, I built no research buildings and traded for all the tech I needed. With the tech trading "nerf", right out of the bat I found myself quickly over
Well, you may have already read this, but I gave some real basic pre 1.5x patch advice in Conquering Suicidal and I gave an in depth gameplay example in my Altarian Rebellion AAR . That by no means covers everything, but should give you a good starting point. Hope that helps.
But you have analyzed these things much more than a casual player like myself could even imagine. Is that just a nice way of saying you think I have no life? It's alright, my wife would probably agree with you. The AI will target the ship with the highest attack per hit point. So... If you have two ships, one with attack 20 and hp 10, and anothe
For me, it did not point to the JoeUser home page, but what appeared to be an archive of January 28, 2007. All of the recent posts, etc. were from very early 2007. I ignored the theological/political posts, but did enjoy finding/reading Frogboy's "Skinning the Frog" series of posts on management and money value in the white collar world. I don't manage lawyers, but I do have to manage a team of paralegals, secretaries, accountants, collectors and forensic investigators. Some of his p
Wow, that post was incredibly well thought out, thanks for your incredible dedication and clarity. That was quite the brief/white paper! Thanks. I stand by the original argument. Since this was written, there was an update that improved defense, but we all discovered a bug... see HUGE Off-type Defence Bug and Co
Updated. New top three: #1 Krynn #2 Torian #3 Korath Apparantly the Korath are upset they lost the first tournament to the Krynn, and are out to make their presence felt. Can they make up for their first loss by beating the Krynn here? And a new bottom race: Altarians Huh? I love the altarians. I would have thought they would fare better. Maybe I'll be able to find time to start a game with them. Thanks to everyone for your submis
Oh, yeah, I love the new bracket system. I wish I had more time to play, I just can't keep up in the universal catagory. Its all working like a charm now. Good job Kryo!
DK, I would further recommend focusing. Either build ships that are all guns and engines, or build large/huge hull ships with minimal guns and huge armor values. Don't go partway. While there are always exceptions, and every situation is different, broadly speaking smaller fighters will do the best if you field them in fleets with as high an attack value as possible. There are really two different benchmarks you are shooting for: If you are going all offense, you wa
Updated. Yeah, I'm not convinced the Yor are anything special, although I'd put them in the top half. However, there have been many threads that all seem to identify them as the top race. +20% miniturization and that starting tech suite is nice, but I would also take the Krynn over the Yor. Or the Korath. Even the Thalans are pretty close, if not outright better. I'm sure there are a host of Yor games developing in the darkness of space. Here is the big chance to show they
Nice write up. How did you get that great asteroid belt terrain piece along the north west quadrants? I've never seen something like that spit out by the random generator. Did you design the map yourself?
And, we have a new top three: #1 Krynn #2 Torians #3 Korx The Krynn won my last tournament. And already they are showing their strength. Of course, I thought everyone thought it was the Yor who were overpowered.... let's see if they can manage to be competitive. Great to see things getting more interesting. Good luck all. Updated. <img src="http://altmeta2.thegalacticcore.com
And a little more love for the Korath. Nice to see things are heating up.
Oh, I agree there is lots that could be done to make them better. And story wise, I mean they DID create the Yor. I would expect them to be a good research race. And a PQ bonus for them is a great idea. Them having some espionage ability isn't that big a deal (btw, I often want to spend only 1% of my economy on spies, especially when my economy is in the 20k+ per turn area. I hate being the Krynn late game and decide I want a few spies, put one tick into espionage, and suddenly watc
I'm going to try to chase down Wyndstar in the Galactic/ Military class now Oh really? Good luck!
but for a gigantic I wouldn't get one done start to finish in the time alloted. No, this is exactly why I allow them. They are legal by the rules I posted. You have submitted it, and I am adding it to the total. Thanks for participating. I hope you enjoy your coming games on smaller maps. Having fun is the most important part. New top three already: #1 Korx #2 Thalans #3 Drath Updated.
Wow, nice score Neilo. Congrats. You are getting very close to that first 100k game, I can feel it. And, the Thalans have moved into first place. Updated.
All my colonies are fully developed and I am still losing money hand over fist at the rate of at least several hundred BC a turn. Even with Taxes at a 100%, and industrial spending a 0%. You are losing all your people. If your taxes are at 100%, your people are dying, and that is how you are losing money. Lower that tax rate. Counter-intuitively you get higher taxes with a tax rate at 69%-79% then you do at 100% after just a few game turns. H
Maybe not sharing planets, but perhaps easier would be "sharing" starports. What I'm thinking is that you could use Ally's planets or starbases to increase YOUR range. Essentailly, your allies allow you to use their starports to resupply and push further into the deep. This could be useful in the colony rush, and in the invasion stage. Probably wouldn't even be that hard to implement from a coding perspective.
And first blood for the Arceans. All updated.