I do adjust the sliders when I want the next tech but want not to spend any more resources on it than the minimum, being not interested in carryover towards the next tech in that line. What I had NOT known, though (at least until very recently), was the N-Planets+1 tech per turn limit. Playing All Factories late in a game, I could get many techs in one turn. This generally happened when I had researched one defense or one weapon type deep down the line, naybe to its end, a
LTjim
Got my first 7x Research tile on a homeworld - after another 50+ Control-Ns. Immediately saved the starting position. Now, "Tally, Ho!". :-)
I generally do not trade techs with the other major races, and try very hard not to do so unless I have a huge diplomacy advantage. The closest thing to exceptions are: 1) To get them to declare war against another AI, or 2) I really need that specific tech (e.g., I've been researching beam defense and suddenly need armor), or 3) The tech I get in return gives an empire-wide bonus (e.g., banks gives a 5% economic bonus even if you never build one). The te
I'll look at that! I keep learning things about the game mechanics. It took me nearly a year, for example, to realize that I could set where a ship would leave orbit each specific time.
I do not recall that choice in DA. Have I missed it? Or, are you speaking of TA? Or DL? As I saifd, I did nothing, but it is there.
This is a sandbox game. I have never played a Campaign scenario in either DL or DA. But that daggone' blue line is there and the term in the Relations box is "Team".
I had noticed before on the Treaties screen the entry and color code for "Team", but had not given it much thought. Now, in my latest game, I find that another race has the "Team" link to my race. I have a Research treaty, and they may be trading with me, but I never agreed to anything more. I swear it! ;-) What does "Team" mean in this context? Do I get extra revenue? Research points? Influence? Is it costing me anything? Giving
Each ship has a max range. More precisely, each ship has a maximum distance that its destination can be from a settled planet or space station. That distance is determined by Life Support modules (look at Modules in the ship design screen) on the ship itself, and also simply by having researched progressively stronger Life Support techs. Examine the research path that includes Logistics (IIRC). I think once you research Basic Logistics, you can begin to research
Murphy, yes! I play on precisely the galaxy type you mentioned. That is, gigantic and scattered and abundant everything. I do not think that DA has the "habitable" control, just the planet quantity, as a selection. Based on posts I have seen here, I think that must be a choice in TA. I did a fresh 25 Control-N's Saturday, and again, no 7X tiles. :-( Since I have been playing All Factories for so long, I'm trying to hybrid something first. That is,
I saved several decent homeworlds in the 50+ Control-N's. I never saw a 7X tile, as I said, but I may have seen (and saved) one with a 3X research and a 3X maunfacturing tile. I also saved one with two 3X manufacturing tiles. Trial and error, yes. But that should be fun. :-) Do the Altairian research bonuses you mentioned apply also to research generated by focus? IIRC, the research bonuses generally do apply to focus research, with the exce
Ok - a trio of comments on my first efforts. 1) I cannot get a 700% tile either for precurosor library for research or the one for manufacturing. I must have tried 50 times and saw not one of either type. 2) Went with a 300% and 100% tile fore research. I see what you mean on research numbers. By the fifth turn, I think I was over 400 points. 3) I see what you mean about paying for it. I built just 3 research buildings, the tech c
I really want to win the stock game on Suicidal, but am willing to Control-N, because it is essentially resigning in each iteration that I chose not to play. I'll see what I learn with what you've provided. No matter what, it should be interesting and I thank you! :-)
You're right. I do not comprehend. I have yet to lease anything long term, figuring it to be a maintenance cost trap that would shortly strangel me. I think I will pause/abandon my current game and try something more like what you said. If nothing else, it will give me some experience so that I can continue this dialogue. So, let me see. 1) Control-N over and over to get a 700% research tile. 2) Altairian, max Research and, I suppo
"Illegal time travel"! Why! I never!! ;-)
Willy - I do target morale structures before I invade. I just have to remember to get the spies out of the AI's box before I invade the last planet. I've forgotten that and lost spies when I invaded the DreadLords before. :-( Mumblefratz - It was too early for me to be that far up the weapons path. And, yes, it may have been those side-tracks you advised against. That is, if I'd managed to get to SCC sooner and then tra
I believe the mega events are (with a few caveats/restrictions) random. At least, in practice, the work-around I mentioned above has sufficed.
Each time one a mega-event takes place in one of my games, I consider if I want to continue with it, or not. If I choose "no", then I simply retreat back a save. The one that draws my ire the most is "The Jabbed Knife" one.
I did not know about the 3:1 and 10:1 breakpoints. Good info. Thanks! In hindsight, I bet I had not quite reached 3:1 quickly enough, or something. I had 2 cargos with 15 attack (pre attack and ship bonuses) and a normal defender there and had another cargo under construction. Trying to avoid one or two specific AIs is something I had not considered. The easiest way to do that has generally been for me to BE that AI. In MOO2, for example, I a
Good morning, sir! ;-) I'm still sweating out that first Suicidal game. Despite my getting all the AIs into fratricidal wars - does "fraticide" even apply to potentially non-gendered aliens?? - and also having gotten all weapon cargo hulls built at and in orbit around a high ship bonus planet with the SCC, the Drath have declared war on me anyway. They are fighting moi and two other AIs, despite not being very high in the list, but thei
Wow!! Very nice! I do not know where in the Great Galaxy you're going with this, but I shall be reading.
I'm not Mumblefratz, obviously, but i am confident that he is referring to selling them techs. They generally have many tech and improvement gaps, especially early when one first encounters them. Just don't sell them techs that give Diplomacy bonuses, of course. ;-)
On survey ships, I do about the same with ion engines and 2 basic. I think the approach you described involves an All Labs one, or one with that theme at the core. I'll have to try that once I get tired of All Factories. In the game(s) I mentioned, I did not build more survey ships or even upgrade them, but just used the range gain from the new tech. Using All factories, there are some turns where I need to de-focus at a lot of planets for an empire-wide upgrade.&nbs
What happens to spies from the mega spy event still present when a planet flips?
I can't leapfrog from New Propulsion Techniques to Impulse II in one turn unless I have a huge Research base that I can't get unless i have a lot of planets, which I can't get unless I colonize them with ships that I need those same engines for in order to beat the AIs to enough of them. The one life support improvement is something I do not always do, but initial map position sometimes makes necessary, if my survey ships are to be able to reach enough of the map to be worthwhile.&nbs
Mumble - Of course, I both tech whore and survey spam, with quick runs to ion engines and the survey module and one life support gain (depending on initial position). I have yet to try any variation of All Labs. I got frustrated with the sliders dance of the "normal" approach, so switched quite some time ago to All Factories. Up to Crippling, I could keep pace in the Colony Rush, just as you said. As soon as I have gotten a decent planet base, the focus appro