There are a lot of good responses here - thanks everyone. One reason I am favoring the lab-only approach is that I can more easily increase social production than research with bonuses and techs: Social Production +50% Industrialist +20% With a few low-level techs I also get +30% So if I have 100 rp on a planet, and focus production, I get 75 rp and 50 mp, rather than 25 mp. In this case, military production will be at +50%, which is helpful as well. With the a
BinaryAlgorithm
Well there is of course the other option which is to use a balanced approach. If you have nearly the same pp/rp capacity on all worlds then you can put the slider where you want it and still be efficient with what you have. Probably this is also more in line with what a standard economy can support. In this case, you end up with roughly 3 factories per 2 labs at similar tech levels. The worlds are self-sufficient and you have no specialized planets that are critical. Using 50/50 on the sliders,
I have been examining several strategies for building a lab-only or factory-only empire in DA. -Sliders & Capacity- Simplification: For the concept, assume the sliders are social production and research only. It would appear that maximum capacity is achieved when the slider is at 100% of either one, and is defined as MAX(FactoryPts, LabPts). If these values are similar, then any range of the slider is near optimal given that situation; however, the combined points will be less
My current understanding of ship combat is that weapons/defenses are rolled in a roughly uniform distribution, with a few complications due to non-optimal defense types, etc. Fleet weapon values are essentially clumped together as well. This leads to some unexpected strategies that are at times counterintuitive regarding ship design and how to send ships into battle. Some suggestions I've seen are very complex (including tactical combat) and seem to go against the designer's intentions. I think
In the final map of the DA campaign, my starbase was attacked by a DreadLord ship with no defenses. However, with its 300+ beam attack, I knew the starbase would die. The starbase had sufficient attack to destroy the medium ship in most cases, but I noticed that as had happened previously with other combat, the DreadLord ship always escaped with 1 HP when it should have also died. A constructor upgraded to a high attack ship faced a similar fate, but I accepted that maybe that ship type was unab
I haven't encountered it again yet.
This occured in 1.3 3x. However, when I reloaded I could not reproduce this error, and everything was back to normal (it was some kind of overflow error I guess). The game was started (and finished later) in the same version of the program. If it helps, when I had put the research slider or the capacity slider to 100%, it jumped from -1.5B to -1.8B. My other concern is that when I kill my own ships for BCs and there are multiple ships in that square, I can do it more times than the numb
I have no idea why this happened. At about 63% research it goes haywire with -1.5 billion BC. I don't have an insane amount of facilities or research that would trigger such a thing. One of my colonies is glitching out at that threshold (unmodded metaverse game). BTW - Thanks dev team for making Basic Factory always an option in the patch regardless of tech level.
I was dominating a huge map with many colonies. I speed built between 30-40 ships of my strongest type (huge ships, 75 HP) using all colonies. I had all the special buildings to increase HP of all ships. I was using "fast combat" (animation, but no battle screen) on the main map to speed up my expansion. There were more "ship built" blue icons on the right than would fit (might have been a factor). When one of my ships (from this batch) would repeatedly attack a colony and should have exploded,
It seems to be a property of home worlds. If I conquer another player's home world then it will also have Civ Capital and recieve the bonus most of the time. (I usually measure it by base food production whether it's actually counted as such). If changing the home world has no effect, then it should probably be taken out. However, I figure it was intended to have an effect on the colonies, but just doesn't function correctly yet.
When I change the Civ Capital to another planet, it doesnt give the production/research/food bonus that it says it does (24/24/10 vs 12/12/5). Technically, you can double the production rate of a new colony to get it started faster if you could do this.
Not sure if this was addressed in v1.3, but when I get the "council gives a new planet to someone" event, and I recieve the new planet, and my alignment is neutral, the new tiles aren't upgraded automatically. If I take a planet from someone by force or colonize a new one, however, the bonus is applied automatically in most cases. The other problem I encountered shortly after (because new planet was in enemy territory) was that the planet revolted, but I could still access it in my list
What if there was an option for population control for each planet? It causes -10 morale, -25% population growth, but you can set your max population anywhere up to your actual maximum with farms. This gives some control over the morale penalties associated with higher populations. It could be implemented as a slider.
I suppose I should dig around in the data files to see what's going on. [PlanetDescription] [Name]Testing123[/Name] [ColorScheme]Earthlike[/ColorScheme] [UsableElevationRange]0.35,0.7[/UsableElevationRange] [EnhancementPotential]17[/EnhancementPotential] [ClassRange]10,15[/ClassRange] [/PlanetDescription] [PlanetDescription] [Name]Eden[/Name] [ColorScheme]PerfectPlanet[/ColorScheme] [UsableElevationRange]0.35,0.7[/UsableElevationRange] [E
Sometimes I make fast ranged ships at the start and upgrade them when they reach their destination when I'm trying to rush for the planets.
Well, maybe add an option for setting a speed or range multiplier. 50% speed or 50% range would shrink the galaxy (similar to someone else's idea). It might give more control over this factor.
Using version 1.2 Here are some screenshots of the game settings. Note that when I use PQ bonus abilities, I only get 1 yellow tile on the planet, but normally I would get 2. I've tested multiple times and I get the same result no matter how I go about upgrading those tiles. This only seems to happen when using this race which starts with a PQ 15 planet. Others with 10 PQ planets don't seem to experience this problem. All I can think of is that the planet type is fixed and the bonus tiles are di
I've always thought that race bonus is applied last, and in a sense bonuses stack. I am unsure though. Say I'm federalist (+20 econ) and +30 econ bonus as well. I have a planet with 100 BC income base. Now I've also got Mind Control (+100% econ), an Ecnomic Capital (+50% econ), and a stock exchange (+30% econ) and nothing else let's say. What is my actual income? (100 + (100 * 1.0) + (100 * 0.5) + (100 * 0.3)) = [280] * 1.5 (race bonus) = [420] Or do I get: (1
I did it without Neutral alignment and found similar results.
Yeah, Mind Control pretty much blows the others out of the water. +100 economy is like 3 stock exchanges in one, saving me some tiles for other stuff. One farm is probably worth it on colonies, but on the homeworld it takes extra morale buildings to maintain it (and the morale bonuses decrease). Tough call. I tend to play as Thalan, with a 21 tile world after upgrades, so I could probably support 1 farm. I've noticed that the maximum rate of population growth seems to be about +250 million per t
I'm always interested in ways to increase income. Specifically, I have to push every BC I can get from my 1-2 colonies on a particular kind of scenario that I like to play. It's called "Tiny Map, 9 Hard opponents, Alliance Victory enabled, No extra planets". Winning generally requires maximizing your colony potential. But, I reach a point where money is an issue (with like 500+ research on the main planet). I found the following to generate more money: * Economics Bonus * Federalist
I found myself using 1%/1%/98% a lot just to allow ships to build on focused worlds (if 0% military then ships won't build at all it seems, even if production is there). It would be interesting to use a lot of research bonuses and also use the increase for production too. I find it easier to upgrade my labs than to get the manufacturing tech and upgrade the factories, maybe because I am converting it most of the time anyway. My production always seems higher with labs than factories even when I
I retried it about 4 times, and got same results. Note that I think I was using a Tiny universe for all of them, and have noticed some changes when I put it up to Gigantic. However, it seems consistent when the game settings don't change: I still only get 1 bonus tile per level on the homeworld when using PQ+ bonuses. I think the homeworld has some constants, and the homeworld is modified in some way by the PQ+ bonus but that it's consistent for the homeworld at least. The secondary planet does
Well I had maxed out my defense tech, so it was easier to put 20+ defensive modules on my huge ship than 20+ weapons. This was the first game that I really realized how much difference military strength can make to the AI behavior. They had simply frigates with 12-20 weapons, but would use 2-3 of them to take out my huge weapons platforms. However, with the special building that doubles the HP of ships, I think I intimidated them a bit on my homeworld. The largest empire asked for peace and shor