[quote]I mean it's pretty obvious. Oil companies like exxon make like 8-10 cents per gallon sold, while US taxes are around 40 cents a gallon.I actually agree with 4 out of 5 of the Tax Foundations's core principles (I do not support growth for growth's sake--that's a way to describe cancer). The article is sensible as far as it goes, but it is fundamentally misleading because it treats the tax revenues as pure profit. I would be very interested in a version of that article that included numbers
kingofsiam
[quote]Specifics and evidence, please. This is certainly true of Saudi Arabia, but I sincerely doubt the same can be said of the US.[/quote] http://www.taxfoundation.org/publications/show/1139.html I mean it's pretty obvious. Oil companies like exxon make like 8-10 cents per gallon sold, while US taxes are around 40 cents a gallon.
Just do locked teams. I personally feel that the missions/attitude % are pure BS anyway.
For Vasari rush assailants so you can leverage the advantage of getting LRF's cheaper/faster. 20+ assailants will get the job done for quite a while and you will have the most powerful fleet in the game quickly if you rush these. For TEC, build some (5-10) cobalts to supplement your colonizer and don't even worry about getting LRM's. They are the worst long range frigs in the game and have light armor to boot. Just rush HOSHIKOS and kodiaks. Build the kodiaks first, but remem
scout and attack early. I can't even imagine the economy needed to support "rushing" 5 military labs, the research, and then actually building the ships, which take 50+ seconds each to make.
What we really need a large, inexhaustible supply of cheap or free energy (ie. electricity) Maybe it can be done with fusion reactors, if we can find a cheap way to make antimatter, I don't know. until this happens, we as developed peoples are basically living paycheck to paycheck. Notes: 1. Oil prices are set by the free market. 2. The government has made far more off of taxing gasoline than oil companies have ever made. 3. You can't get a net gain of
When you start out, you have much more metal than crystal. Many players sell 200 metal to the black market and buy 200 crystal. Build a capital ship factory and make the colonizer cap ship (your first capital is free). Then send this to your nearest asteroid, kill the natives and colonize it. The colonizer alone can probably take care of 5 native ships alone. Otherwise make a small fleet of assault frigs and take the meatier planets with the cap ship and frigs. Scuttle the capital
Oh yeah. I've even given the game about ten minutes and it's still frozen. 1.05 ironclad online edit: just tried it again and apparently there is this screen that I haven't been paying attention to that indeed says "migrating" next to my username. When I hit close (without looking) everything freezes but when I hit "cancel" it "migrates" me to all ai. Apparently it's a common problem but every single game?
So the game works perfectly for about an hour, no problems. Then, every time, about 50-70 minutes in, the game just stops. Everything including ships get frozen in place. So obviously I'm disconnecting right? Any insight?
Yeah, TEC has an easier time getting trade ports up. But frankly, woop do freakin do. You won't be building trade ports early game anyway. Therefore you won't be teching them. The way I see it, by the time you want to build trade ports, you'll probably have the extra 1 or 2 civ labs anyway. And [I]even if you do[/I] have the extra income to invest, it's not like there aren't other options. Instead of researching and building (multiple) trade ports, any race can
Great job. Can't wait for the cruisers section, still trying to muddle through the support types myself.
Most civilian tech are pure luxury imo. Broadcast center would be the only one (besides sun and wormhole jumping) that you [I]really[/I] need vice a fleet. But I'd say hull/armor/shield upgrades just because they improve.... everything. Every single ship you have and will ever make will be better because of any of these techs.
I seem to notice not only with this topic but for other eco boosters as well that no one has considered fleet capacity/upkeep. Basically with the upkeep being a percentage of your total income (credits, metal and silver)the "payback times" will be increased depending on what size your empire is. This is because (just trying to make this perfectly clear) 9-75% of that extra income is siphoned off in taxes, basically. So late game, a planet upgrade could take almost 2 hours to pay off.
Seems to me like bombers are more for added firepower; destroying other ships. While fighters are more more defense... destroying other strike craft, siege frigates and carriers (I think).
Let me point out from experience, that biulding an end game fleet while just defending and letting your opponets do whatever they want, will result in a loss.
Here is a mistake that I made, that might contribute to your fleet sucking. Don't biuld stuff too early in the game. For example, you need to know not to biuld trade ports in, say, the first 30 min. So don't biuld them, don't build the civic labs, don't research it. Use those precious early game materials for ships. Same goes for upgrading your home planet too early, rushing heavy cruisers, etc. Basically credits and resources become "cheaper" the later in the game