I think populations drop for various reasons: 1) Casualties fighting off an invasion, 2) Excessive draw-down to supply colony ships and troop transports, 3) Low approval rate. IIRC, population growth rate can be increased by selected racial traits (race set-up), anomalies (growth increased x%), certain research topics, and certain built improvements. However, the base growth rate is directly tied to approval. I have seen specific #s but am unsure
LTjim
Yes, that's the one! On focus, I favor the all-factories approach and use that screen extensively. I can run down the chart and check/uncheck the effects of focus planet-by-planet to let me assess the trade-off in research gained versus time lost. Also, as you said, one can order ship production there, and I find it easier and much faster from there than from the planet screen.
On the bottom of the "normal" screen there are many buttons in a row. The one furthest to the right is the design ships button. Toggle the next one to the left just beside it - I think that's the one - it has a lightning bolt? That will take you to another screen which - IIRC - begins with what gov't you have, what party you have and some third thing. Along the top row of that new screen are several choice buttons. One button takes you to timeline charts.
Does the game end with a defeat for the human if another Empire reaches the Research victory? What is another Empire meets the Alliance conditions? The Influence conditions? One could test the Research victory Q by getting right up to the last stage and then gifting another Empire with all the Research results and some Research-rich planets and stopping all one's own research by slider zeroing or de-focusing. Backe888 seems to have answered that the game will indee
The main reason I bribe a race to go to war with another is that it has seemed to me that neither race will declare war on me while they remain at war with each other. That is, I rarely see a race declare war on me while already in a war with another race. In each of the few times that it has happened, I think I was at war with either their ally or with the race with the trait that helps them bring others to their aid. BTW, one thing to do if you see empires declari
... and in all-factories, no focus on research on any planet.
I wonder in the largest galaxy with the max AIs and Minors, how low a score one could get? Would one ally with one AI as early as possible and then feed, feed, feed them and let them win the game for you? For a conquest vicory under those max conditions, would one crush everyone early and then let time pass and pass with the remaining adversary huddled on a planet that one gifted to the enemy with one of the never-flip buildings?
I see lots of discussion about achieving a high score. How low a score can one have and still win? Has there ever been a competition or test of that? For example, one could gift all one's ships and planets (save one) and bases the turn just before a research victory, but that would seem to be the lowest for that victory route. A similar bit of cheese would seem possible with an Alliance victory. B ut a low, low score for a conquest victory?
Careful with that cough! ;-) Got blue mask?
Hmmm, I also may be missing some of those completion notifications but had simply thought I was mistaken. I'll pay more attention and post if I spot such. It has not made much difference to me in the game play because - once I have 20 or so planets - I check the colony spreadsheet screen just about every turn before I toggle the TURN button just to make sure that I have no inadvertently-idle planets.
I cannot, as I do not have TA. If I can spot an opportunity, I will try to emplace spies on sad-faced planets and keep good records, but that is tough to do when the TURN button beckons.
I can't help with the problem, as I have not experienced it yet. On play, score, and the MV, I'm not in it for score yet. I guess that's why I do not build and over-build ships. That is, I tend to build enough to win with margin, not to max out score. I started at Tough max CPU, and have gone up one level from there so far. I will soon shift up another level, but Suicidal is still some time in the future. I play a factories-focus approach
720 planets and you have 5000 ships?! 10,000 ships?!! What DA version and what difficulty? I do 2.01 and abundant everything, max AIs and max minors and I have never accumulated 5,000 ships. I end up with an influence or alliance win long before that, and that's even declining the faster brute force conquer all win or the research win (even on Slow).
On the fates of spies on planets that change hands: 1) If one puts spies on a planet and then invades it successfully, then the spies return to the pool for re-use. I've had this happen many times, of course. 2) If one puts spies on a planet and then that planet is invaded by a DIFFERENT race, then the spies should return to the pool as in #!, but I have never tested this. The next time I see a planet about to be invaded, I hope to remember to test it. 3) I
Have you tried the all colonies spreadsheet screen? It shows each colony, if it has at least one ship in orbit, how many total tiles and how many built upon or building and how many empty, what improvement is under construction and also what ship design. Additionally, it shows the mil prod, the build prod, and the res prod, and which one (if any) has been tpggled for focus. From that screen, one can build an improvement and/or a ship, and designate/change focus.
I'm sure Sole Soul will chime in shortly! ;-) Are you playing TA, DA, or DL? Can I assume you start with Stellar Cartography, so that you at least know where the stars with planets are? If so, do you send your initial colony ship towards a likely near multi-planet system, or do you just colonize Mars with it? If there are no asteroids near, you can also upgrade yor miner to a colony ship, or do that once the asteroids close to your home planet are mined.
Thanx! You are FAST!
I play DA. Does a refit get the Dura-whatever hull hit point gain (assuming one has built that planetary structure) even if the ship was initially commissioned BEFORE the Dura-whatever was built? Is it the same answer in DL and TA?
I have found that the flagship can become a most formidable ship. All it needs is a refit and those anomalies add up. BTW, I sometimes refit it in times of peace with lots of engines, to get more of the anomalies, then again when the wars begin.
Thanx! A DL Dreadnought pirate ... I had not thought about that ....
Omigod! Tell me more ... please!
I don't have TA, so I delayed in contributing a reply, in hopes someone else would mention one element. In the original posted question were the words "and no gun defense". In DA (DL's same, I think), if a ship has no gun defense and is attacked by guns, the ship still gains some defense to guns with either shields or anti-missile defenses. The defense value in such situations is the square root of the non-armor value. Thus, if the DL ship had, say, 16 value d
The spies in the box and the level of racial espionage (Low, Medium, High, Advanced) do not affect tech stealing. Only having at least one spy on at least one planet generates the chance of stealing a tech. Additionally, having more than one "deployed" spy does not increase that probability.
I see them all the time in DA 2.0-whatever, and have learned to seek them out. With the orbital transformer, they become PQ 8 - 10 or so. I have not seen the AIs use the orbital transformer.