As far as I understand is that you have three different armor (not counting the telepath defense)... If you have a defense NOT against the attack type, then you squareroot the defense: --> For example: armor defense is 10 against missile. Thus effective armor is rounded down 3 If you have a defense against the attack, then you have the maximum available defense. --> For example: point defense is 10 against missile. Thus effective armor is 10. So, if you have three d
Old_Sweep
Damn! Not funny! Excuse me for my language... The best solution for Drengin --> wipe them out as quick as possible!!!!
Hello everyone. Surely the attack/defense topic has been discussed before. But I will write down a question again. My version is 1.3 beta... I had the bad luck to be in the neighbourhood of the Drengin! So, they started war with me very soon with a massive fleet strikes. I constantly upgraded my force with best point defense available as the Drengin always attack with missiles. Finally I researched Aereon Missile Defense (AMD) with its impressive armor of 10! So I buil
You're right with the growth cap. Excuse for my error in using k not b (100k vs 100b)
Happily that some people share my view. I am not so interested in metaverses... but hey, I will try to reach 100k pop just for fun!
I mentioned this earlier in a post, but afraid nobody will response to this I repeated this again in a separate post.... As far is I see it, it is better to stick to population of 17k on big PQ planets and just built the whole planet full with Stock Market (after enough VC's are built)... This perhaps give a greater economic profit than 100k planet..... I think this because the tax is related to squareroot of population: 1. A population of 100k have 2.4 times more t
Well, as far is I see it, I better stick to population of 17k on big PQ planets and just built the whole planet full with Stock Market (after enough VC's are built)... This perhaps give a greater economic profit than 100k planet..... I think this because the tax is related to squareroot of population: 1. A population of 100k have 2.4 times more tax profit than 17k population 2. A 25+ pop need at least (not counting the tax penalty) 7 VC's to keep people happy an
So a fully mined morale resource is somewhat less than a VC but count for the whole galaxy? Not really usefull to fight for it?
Hello all of you.. I am now experimenting builting a lot of population of 25+ planets. Just to play with population penalties, tax penalties, and so on... I understand that: 1. population have negative impact on base morale (thus from 100% to minumum of 20%). 2. any morale improvement only adds to the base morale, thus a VC adds only 12% to maximum population penalty. 3. I have morale resources (finally taken over from very dirty enemy). And I am mining them maximal
Thanx all of you! I built a influence starbase right next to my planet and the counterinfluence plummetted. So, that's helpful!
Thanx for fast replies! I have researched the entire branch of science that manipulate the influence. My average approval is between 98-100%.... The planets that reduced the approval rate got 30+ people! That favorite planet is a class 6 planet. So, not so nice to have more than 5+ billion people on that planet; that way to counter influence from aliens is thus closed for me. But the
Great game! I am now playing on masochistic. Yet about one thing I am wondering. My victories have been influence, political and militaristic. Now I am focusing on scientific victory. Yet one of my favorite, heavily protected planet (lot of bonus tiles!), is surrounded by 4 alien planets. I have set up 2 influence starbases (200+ influence) around my planet and close to other planets and yet their influence overrated mine by 4! Now my planet have a chance to revolt every turn. They