[quote] Why would you take perfectly decent 4X gameplay and force people to play it in real-time instead of thinking about their actions? Saying "It combines 4X depth with real-time gameplay" is like saying "It combines chess with Whack-A-Mole". [/quote] Whack-A-Mole chess sounds AWESOME. I'm going to try that.
Sole Soul
There are a couple of "tricks" to growing population faster. First and foremost, launch each colony ship with the full 250M colonists. Secondly, ferrying further colonists to low population planets from your homeworld (with a specially designed colony ship consisting of 2-4 colony modules, or transport modules if you've got 'em) helps significantly, but is not strictly necessary. Thirdly, Xeno Biology unlocks Xeno Medicine, which gives an additional +10% population growth. Fertility Accelera
One other note-it helps to have Stellar Cartography (planets will show up on the mini-map orbiting their stars, though habitable/uninhabitable is not designated). If your race didn't start with it, it comes after Xeno Research (in DL and DA), which has a base cost of 20TP, and Stellar Cartography itself has a base cost of a mere 25TP. Basically, you should be able to very nearly get either one of them with just your homeworld in one turn regardless of tech rate.
... Your posts are showing up just fine; how is it that you are not seeing them? - If you played with the default settings, you're probably on common/common habitable/planets or lower...I don't remember exactly. In a large galaxy, and with DA's extreme environments planets requiring different techs to colonize them, it wouldn't surprise me if you went a good 10-15 turns without seeing a colonizable planet. 30 is a bit excessive, but may well have happened if you happ
...you can turn them off. The simple answer is, why not?
[quote]They are there to be exploited.[/quote] Hey, official approval is all I need. *runs off to exploit the minors*
Iztok, the AI could only win a diplomatic victory if they were allied with you as well. After all, you have to be allied with all remaining civilizations...not all but one. At a minimum, they'd have to kill you first. - And if I'm that far ahead, I'm not allied with them anymore. I don't need to be, and if I haven't turned off the Alliance victory condition, then the game ends prematurely.
Even though I normally play with abundant anomalies, I would appreciate a "none" option as well. Some games, I'd just prefer to see how well I can do without them...entirely without them.
[quote] I know that both star trek and star wars have bothans and quarren. I can find no evidence of these races being in Star Trek. Where are you getting that from? [/quote] Try [link="http://memory-alpha.org/en/wiki/Bothan"]Bothan[/link] and [link="http://memory-alpha.org/en/wiki/Quarren_%28species%29"]Quarren[/link] Both Delta Quadrant races Voyager encountered.
I've had alliances broken due to the assassination event, but I don't recall any other instance. This happens regardless of espionage level, though higher espionage does seem to reduce the chance of it occurring. This also, if I remember correctly, happens regardless of mega events-i.e., it's not actually a mega event. I could be wrong on that, though. However, I have yet to see this event populate the galaxy with anything other than Vengeance-class ships, which tend to have either 2
You can access the manual via the launcher.
[quote] Thanks for the reply. That's good news about the influence going back to normal after awhile. Any idea why the robotic newscaster would've changed? That is mainly just weird. [/quote] If I remember correctly, the robot change is alignment-specific with some races. Have you by c
[quote] t_t thalan needs nerfing [/quote] ...what?
I'm not normally one to bump things, but I'm a little surprised no one has said anything. Should this maybe be in Beta Reports? Or is it just that no one's concerned over losing one resource/industry point (possibly one of each, due to rounding/funding)?
Couple of things. 1) Maintenance. Your buildings that you're using to produce your hypothetical 100 production and/or research have maintenance, which is counted in your spending. Therefore, you'll never be at 100 anyway. 2) Build queues. If you're not building anything in your starport for that planet, the money that would be spent on military is returned to your treasury...and isn't actually spent. Also, social gets a larger piece of the pie, although the math escapes me
Well, if those were Super Dominator Corvettes, then they would've died regardless. They kind of suck beyond maybe the third week of the first war. Valid point, though.
Gigantic = 18x18 sectors 1 sector = 15x15 parsecs (small squares) 0.2LY x 15 small squares = 3.0LY 18x3.0 = 54LY by 54LY Am I missing something? I'd love to see it when you're done with it, though, as I'm sure many others would.
Super Warrior's first strike only happens when attacking, as far as I remember.
Do you mean the scientist named Korath, of the house of Monak?
[quote]Ships in orbit don't benefit from the boosts of a military starbase, so you can't stack a military starbase array with the SCC.[/quote] I actually -just- tested this yesterday, in DA 1.80g. It does indeed work. The orbiting ships DO get a starbase bonus. I was, however, unaware of the point that +attack/defense only applies to base, rather than starbase assist. I'll probably double check that, just to be sure. (I'm paranoid.)
While I haven't used this tactic myself in an actual game, I have experimented quite a bit with the placement. At first, I wasn't sure it was possible-so I had to test it. Due to partial tiles counting as within the area of a starbase, you can have up to 24 starbases affecting a total of 2 (that's right, TWO) tiles. I've used hyphens so the spacing will hold; hopefully it's clear enough. It goes a little like this: X|---------------|X X|---------------|X<
My bad. I was trying to make the point pertaining to small weapons/defense boosts and got sidetracked. As far as "immediately stop", the -speed from starbases is applied before the speed cap, when the speed cap is applied at all (obviously the speed cap doesn't apply to a 2pc/wk ship, or even a 3pc/wk ship, without +speed techs)-at least in my testing. I can only assume your "any" remark has to do with A) the AI not normally building fast ships and B) stacking military starbases to ha
I've been offered an alliance, I think twice. Not sure what caused it. Sandbox game. As per 1), you forgot the minors. ;) But I get the idea.
Map editor. Joygasm. I can wait.
I appreciate your input, DivineWrath, particularly on how fast is fast enough for you. I've been looking around the forums a great deal for quite some time, and somewhere in the vicinity of 3-5 turns seems to be the average value. I'm just not sure how much weight to give most of those posts, as plenty of them are fairly old. Personally, anything more than two turns for a colony ship feels like a waste, to me. As an aside, yes, this is with normal factories (not basic, as Thalans, among othe