That's clever (!), but I don't know the cost of the DreadLords' ship. That is, i could get a sense of how much production had been done, but will that help me tell how long time-wise before completion?
LTjim
How can I tell that? I think I saved the game at the invasion point, but what info or place on the screen do I look at for that datum? All I could see - or so I thought - was that all the squares had been converted, and that all the squares had the Industrial Sectors finished. I deduced that they must therefore be building a ship - as there were no squares left to convert or buildings left to build.
The map was gigantic, abundant stars, rare/occasional planets, abundant habitable, slow tech - all but map size a guess as it was random. The DreadLords arrived and the race to invade before they get a ship in orbit began. Due to the very low habitable planet count and slow tech, if they got that ship in orbit, it was going to be very grim. I knew they convert ~10 squares and THEN build Industrial Sectors on all of them before beginning work on the ship, so I had ti
I wondered if the DreadLords might be an exception to the invasion rule for spies, and it is. I loaded up the DreadLord's passive spy box with spies, and then invaded and took their home planet. The spies were lost, not returned to the pool.
Sawdust5 - I can answer that one! The spy system was revamped in a patch. I had been playing 1.80 and the choices were what you said. When I patched to 2.whatever, the spy system changed. So, in late DA and all TA versions, there is a passive pool for each enemy race. There are 4 boxes per race into which a spy can be placed. They build up levels of intel (low, medium, high, and advanced). The levels allow stuff like seeing destinations
Is there a limit to the number of Mega Events in one game? I ask because I just had the DreadLords show up and 10 turns after I finished them off, the Jagged Knife event happened.
I know that spies return to the "pool" if one invades and captures the planet on which the spies are posted. However, there are a few wrinkles I have yet to be able to test. 1) If a planet changes hands due some transaction (bought, or traded for tech, etc.), do the spies go with the planet or return to the pool? 2) If a planet changes hands due to Jagged Knife? 3) What if it changes hands due to being "flipped"? 4) What if it changes hands because a DIFF
Thanx! ;-) It's not just time, but ship count and location. That is, it might take 45 turns or more to build one, but just a few to build a stripped hull, then one or two more to upgrade. So, I could get many in the time it would take to build one. Rush buys are an alternative, with letting the builders work a few turns to reduce cost a little, maybe. However, using the stripped then upgrade method allows stockpiling of bare hulls to b
Sometimes a low-PQ planet ends up with a large Ship Bonus value, like 53%. If I build an expensive, large warship there, it might take too long a time to build to be practicable. 1) If I build a cheap one-gun, one defense ship in an otherwise empty hull at that bonus planet, then upgrade it, do I end up with the same numbers I would have had if I built the many-weapon, many-defense ship there entirely? (I'm confident I could build an zero engine version and
So, my original statement on buildings was correct (for DA). Do any of the other answers change from DA to ToA? The treasury or debt? (BTW, I still think my "spies acting like ships" with some turning pirate would be cool. Perhaps some could even flee with parts of the treasury to former allies.)
I sure seem to remember (this is DA) invading and finding Industrial Sectors and high level Research facilities. I never research Industrial Sectors and do only the first Research step to get to Miniaturization. I play All Factories. Also, when a planet secedes and joins another Empire, their facilities come with them. In my current game, I have had to "upgrade" out of existence many Invention Matrix facilities. I also never research power plants, and all the
"Buildings stay the same so long as the civ they surrender to has the techs for the buildings." IIRC, I have invaded planets and found some buildings for which I did not have the tech. Am I mis-remembering? Or, is surrender treated differently in thegame engine than invasion?
What happens to everything? 1) Population - stays where it was at the end 2) Buildings - stay where they were at the end 3) Ships - go various ways, depending on stuff, including random 4) Technology - does the empire to which the other surrendered get all the tech? Some? 5) Spies - do they all disappear? Why not defect in ways like the ships do? Why not, for instance, randomly nullify or place themselves on empires' imp
Sole Soul - You mentioned the Political Capital, which remunded me of a question I had on that. Since that improvement has 2 attributes (morale and influence), am I right that placing it on a bonus tile magnifies that bonus tile attribute, and that attribute only? That is, put it on a "drop" tile, and it uses the morale bonus, but build it on a "pillar" tile and it magnifies the influence bonus? If so, and if you use it, which do you choose? I w
Too bad the Galactic Resort does not do something like, say, extend a morale bonus disc like economy or the influence space stations do - that is, either with a gradient or without one.
Thanx! Yes, water drop - my bad. How is the Galactic Resort different than, say, the Zero G Sports Arena? I mean, the Extreme Stadium has a 20% morale bonus, the Galactic Resort has a 25% morale bonus, and the Zero G has a 30% morale bonus. Yet, the Galactic Resort is a Super Project and much more expensive than the higher bonus Zero G Sports Arena! Why ever build the Galactic Resort? The only thing I could think of was that it had some other
I can seem to find anything definitive on the Galactic Resort and Propaganda Center. There was a request in 2007 or something to make the GR apply empire-wide, but I could not see if it had been done between there and 1.200. So, do either/both apply empire-wide? Does the Resort benefit from the heart tile? Does the Propaganda Center?
Could not a class be decommissioned through the upgrade screen? That is, each time I upgrade a design that has ships in service, I get offered the chance to decommission all those of the now-obsolete design. It even tells me how many BCs I would receive.
Loupdinoour - OH! So the only time I've had the chance to steal tech has been during my spy blitzes! (jim picks up his lower mandible from where it had dropped) Is there any reason to have even one spy set on an empire passively once the highest intel level is reached? I am so going to have to entirely rethink my espionage tactics. Thank you so much!
I had clear feedback in DA 1.80 that spies could tech steal. Each game would see me gain 2 - 5 techs by spying. Oft they were useless to me, but I did get them. I recently patched to 2.00 and the new spy system and, in about the dozen games I've played since then, I do not recall having stolen a single tech. In each of those games I had the max number of spies working passive on all the races (up to 8), keeping them working after gaining the highest level of intel,&n
The stock market has an influence bonus (5%, IIRC) in addition to the economic ones. Does placing a stock market on the 100% bonus tile double the 5% to 10%? I have been placing the earlier economic buildings on those tiles just in case, since they will eventually be upgraded to stock markets.
I like the unpredictable aspect of surrenders and, IIRC, one of the advantages to one non-evil civilization is that races may be more likely to surrender to them (so it would take away that advantage). Also, is that same spy-die bug present when a civ gets completely conquered? Note, the Q would apply to the case where another race conquers and when it's your OWN race that conquers. That is, if one has 4 passive anf 10 active spies on a civ and its last planets 
Ok - thanks. I'd hate to go to the cheesy tactic of every turn autosave just to be able to pull them out ahead of the surrender. The problem is that in a worst case scenario, that could be a LOT of spies! I generally fill up the passive slots and then hit the intended enemy with one for every farm on at least half the planets (intending to rotate them onto the other half after they survive one turn), the manufacturing and economic capitals, and any manufacturing tile wit
In the last several games I've played (2.00), the spies assigned to an empire apparently disappeared when that race surrendered to another - even the passive ones. Is this a bug? Or was I mistaken in each case?
Thanks! Good catch that I had missed #5. I had wondered if the Tech Capitol and the other % research increse buildings affected focus-generated research. The racial or empire-wide aspect makes sense as to why or why not.