ConQuesci

ConQuesci

Joined Member # 2568429
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So does that mean that multiple starbases can affect one planet, even if their spheres of influence (8 tiles) overlap? Further, that multiple starbases with trade enhancements can affect the same route if they overlap? More information on this would be appreciated. Oh yes, the effects are cumulative. If you build 4 starbases in each of the corne

11 Replies 8,812 Views

I will often name my ships after current or historical military vehicles with similar characteristics, so I can tell at a glance that a Falcon is a Tiny inexpensive fighter while an Eagle is a Small hulled heavy fighter. Sometimes I'll stay with the aircraft theme, other times I'll use a naval motif or even car models for inspiration. In my last game I was playing a diplomatic game and could pick and choose my enemies. I named my ships based on the foe they were designed to fight. I h

31 Replies 20,219 Views

You can upgrade the flagship. Considering it has usually found a TON of experience-building and hp-building anomalies, it can be a seriously powerful frigate once you have researched medium ship building. My last flagship ended the game with more hps than my largest battleship -- although much less attack/defense. Since the enemy picks targets based on atk/(def+hp) they won't ever target the flagship among a fleet of larger vessels. I love to imagine the admiral on his personal cruis

6 Replies 4,001 Views

Is there any way to lower an enemy's morale on a planet? I had a major enemy planet way in my territory. His influence was at about 13 (so he was triple the minimum to flip to me) with the pirate icon. I never bothered to conquer it because I expected it to flip any turn and the large population would have been a pain to invade. That planet lasted more than two years, and only reverted to me when the civ surrendered. It would be cool to be able to lower the morale of a planet, both

5 Replies 4,088 Views

I searched the boards for this suggestion and didn't find it, so I thought I'd post. I am a micromanager, and I am constantly tweaking my colonies in the civilization manager. I love how the "planet class" column shows the number of useable tiles and notes the number of open tiles in parentheses. I would suggest a similar mechanic for the population column. Current population (max population). Alternately, the number could be color coded, yellow for a planet at max population and

2 Replies 5,492 Views

There's no real indication in the game that a ship unit represents thousands of ships. However, I do force myself to think of colony ships and troop transport as a fleet of ships. I just can't make myself accept that a single ship could carry 4 BILLION people along with associated invasion machinery (tanks, weapons). Plus, the first invasion cut scene shows multiple ships. But as far as the game goes, there's nothing that says a fighter unit is really a squadron of fighters.

14 Replies 8,716 Views

"Non-trivial"! If you're in the battleship, you'd be sure to say it much more strongly than that! What about, "f------ horrible Well, given the assumption that a 100Atk/50def/50hp battleship was equal to a 100atk/50def/60hp *fleet*, having the fleet take 60 damage while the battleship only takes 21 damage could be seen as a rousing suc

12 Replies 54,657 Views

Don't forget that even the smallest attack has a chance to hit the strongest defense. This is because the rolls are 0-Atk vs 0-Def. So even a 1 atk rating can do damage if the defender rolls a zero. Given the above example of a fleet battle involving a 100/50 battleship vs ten 10/5 fighters, the fighters can do some damage just due to randomness. Each fighter has a 9.8% chance of a damaging hit with an average damage of 4 (mode of 1 damage, 18.2% of all nonzero hits). We als

12 Replies 54,657 Views

That can be seen as a hostile act, and at higher intelligence levels the AI will take offense ("--we see what you are doing").

3 Replies 7,834 Views

I tried playing a game where I started fighting as soon as I got a few weapons. The AI handed my butt to me This strategy can work against a single nearby enemy who is rather closely contained to KEEP them contained in the early game. People call it the blockade strat. As early as possible, build a fast ship with a single weapon -- a cargo hul

24 Replies 31,048 Views

Military starbases are awesome when you have a lot of ships for the bonuses to stack on, and when the fight is in your territory. It is kind of sad, though, when you have moved into enemy territory and your massive "cosmic castle" is a sector behind the front lines and your ships are on their own.

4 Replies 7,142 Views

Thanks. I was so puzzled because in my last game almost all of my planets had shields and this game almost none do. I should have realized that in this game I went with a forward defense rather than an orbital invasion deterrant strat.

6 Replies 10,109 Views

It isn't a capitol, because my economic capitol doesn't have one. I don't think it is related to morale or production or population, as the planets that have them are basically identical to ones that don't. I've looked in the manual, the wiki, and searched the forums, but still no idea what the shield means. Any thoughts?

6 Replies 10,109 Views

It's too bad that you are limited to one ship per turn even on a high production planet. It would be so cool to see 12 blue icons at the start of the turn: Fighter Mk IV built on ProductionWorld Fighter Mk IV built on ProductionWorld Fighter Mk IV built on ProductionWorld Fighter Mk IV built on ProductionWorld Fighter Mk IV built on ProductionWorld Fighter Mk IV built on ProductionWorld Fighter Mk IV built on ProductionWorld Fighter Mk IV built on Production

14 Replies 9,904 Views

Wacky time dilation and stuff. While it seems like only a week on the ship, it is a year relative to the home planet. Or it can go in the "it's just a game" file along with 3 BILLION space marines on a troop transport, and planetary assults using asteroids and tidal disruptors that do no damage to the planet if you lose the invasion.

13 Replies 11,659 Views

Say to yourself: "It isn't an earth week. The United Planets declared that the Galactic Week would be the equivalent of 2 x 10^16 periods of the radiation corresponding to the transition between the two hyperfine levels of the ground state of the caesium-133 atom at rest at a temperature of zero K." That's about a month in human terms. If that's not enough for you, make it 5 x 10^17 periods and you have two earth years = 1 galactic week. See how much fun make believ

13 Replies 11,659 Views

I also think that you should not be able to research past the top level of stolen technology until you have researched the prior levels (maybe with a big discount because you have the headstart). Just because my "indians" took a rifle from the "soldiers" I killed doesn't mean I understand why or how it works, or can improve on it.

4 Replies 4,139 Views

One of the problems with differentiating like this is that the tactical battles don't support it. As it is, all weapons are infinite range in tactical combat, and hit instantly. All ships are the same speed, too. To take the battleship/destroyer example from above, the destroyers would need to have a couple of small "guns" (beam/MD) that are useful against faster lighter units, and a short range but very powerful "torpedo" (missile) that took time to reach a target and could be avoide

8 Replies 12,796 Views

Thanks. I should have noticed that I was running 1.0, since it says so on the Windows tab. Duh. I can't find a serial number anywhere, so I must have a demo copy of the game or something. It came bundled with my computer on a DVD with a bunch of programs. Well, the game seems worth the $40, so I'll buy it tonight. Thanks all.

29 Replies 15,013 Views