[quote]This is exactly the reason that it is not available. If it were possible, the optimum strategy would be to build a huge fleet, send it into battle, and leave it there until completely annhiliated. Then retract the fleet cap for a 4x boost to income, and just sit back for 10/15 minutes while the credits roll in. Then upgrade once again, and rebuild the fleet quickly. This would always beat out a player that maintained a good-sized fleet constantly (which shouldn't be the case - nothing goo
Neon01
I'm not highly experienced, but has anyone mentioned the possibility of just enabling the player to "retract" fleet logistics advancements? This would keep you producing at a higher rate if you lose a good chunk of your fleet. It would be similar to upkeep costs on a per-ship basis, but not as cumbersome to manage. Would also be much more realistic in my opinion. If our military is deployed somewhere with supply lines and other such infrastructure set up for a large force, if the for
I'm new to this game and I'm really struggling to understand all the mechanics. The tutorials, the manual, the SOAS wiki and even this site haven't yielded a nice compilation of information that really gets to the level of detail I'm looking for. Specifically, I'm looking for how damage is assigned in combat, the exact impact (statistically) that each structure makes on economy, culture, etc. e.g. what income/sec impact do trade centers have? I've seen the counter