Drive a second constructor to the position of the existing starbase. As it attempts to enter the square, you will be prompted as to what module you wish to add. Every subsequent constructor that attempts to enter the square will be treated similarly. You gain access to more module design options as you research certain techs/paths.
LTjim
Going Evil also helps keep base stuff simple!
This is true! OTOH, if I lose a battle and a starbase when an older ship is near, I can "beach" it on the anomaly and be back in business!
In my current Suicidal game (DA) I have had two events with an unusual cumulative effect. First, the council voted to make all constructors move at speed 7. Second, all speed of all ships was doubled. So, I stopped all propulsion research, build all my ships no engines (but with a constructor module) and, together with the +1 accelerator, all my ships now move at speed 15!
I am not sure how "precisely" this is, because they seem to get applied in various ways. Logistics gains are clear, as they are purely additive. That is, if your logistics was 9 and then gains 6, the max fleet size is now 15. Fairly easy are the bases. It is my understanding that the stated percentage gain is applied to overall tax revenue, social construction rate, military construction rate, and research points generated. I am a little
Resource - the ones located at the color anomalies (space crystals?).
YAQW! I always reserve a morale tile on my homeworld just for that! It is one reason I rush to Democracy, just after the rush to Trade for the Economic Capitol (which I also place on the homeworld because it will usually have the highest pop until late game). BTW, the exception on locating the Eco Capitol is when a better planet than your Homeworld is just one hex away from the start planet, letting you do zero turn population movement. In that case, I sh
The bonus tile does nothing for the manufacturing capital. At least, that is what has been posted here many times, and I believe I confirmed it by test myself several years ago. The same non-effect applies to the research bonus tile and the research bonus structure, IIRC. OTOH, the political capital effect is boosted by placing it on either an infulence bonus tile or a morale bonus tile. That is, its influence is doubled on the influence bonus tile, or its morale bonus is boosted on t
I just tested in DA, and it does appear that only the last custom race is saved in the game.
I know in DA that I have played against my last custom race when using a stock race. You've got me curious. I just won with a new custom race, I will go look at the game setup and see if both custom races are there, or if only the most recent one is.
I rarely have more than one tiny one-weapon, disposable ship around my planets. The human simply cannot defend everywhere against a large AI empire. Some have success with building the Spin Control Center on a planet, and then putting a max fleet in orbit. This inflates your race Military Rating and hence deters early AI aggression. Some have suggested that cargo war-hulls work early for that, as the game engine uses Attack (and maybe Defense) but not hitpoints in th
At higher difficulty levels, I have found it better NOT to push my Colony Rush out too far and, instead, focus on a good perimeter with all the internal poor PQ planets colonized by cheap engine-less colonizers. The AIs get PO'ed earlier if one has planets interspersed with theirs. I even colonize the PQ1's, but turn off auto-improvement for land (soil enrichment, etc). The AIs rarely research and build the Orbital Transformer so I go for that when I get around t
One strategy is to be the last one to get into a war. This is especially important on the higher difficulty settings (particularly Suicidal). Wars generally begin when the colony rush comes to an end, though there are exceptions. Get the AIs into wars BEFORE the colony rush ends. In particular, get the ones that border on you into wars with other AIs that also border on them. I try to keep every AI in two wars, and sometimes give them a few $ (small amounts onl
I do not have this problem in DA. I type over the offered title (like autosave), deleting extra words, etc.
You can go extreme here. For example, you build one or two low attack very high defense warships and fill out the fleet with defenseless cargo hulls packed with weapons. Your intent is for one high defense ship to survive one combat round. Meanwhile, your cargo shooters waste the enemy with a divine wind salvo. The cargo shooters will be relatively cheap and your somewhat more expensive "tank" should survive.
Definitely try different races. One (Thalians?) start with a PQ15 homeworld, IIRC. Or, try making your own race. At least in DA, if you make your own race, you may end up playing against it later! I just won my first couple Suicidal DA games with a new race. Generally, I find the Yor to be the easiest to win with on highest difficulty settings, though I often tinker with the traits, homeworld, etc. If you really, really only want to play as the human
I do not put any defense on the orbital defender, and try to fit it into a "tiny" hull. When I say "cheap," I'm talking serious low bidder contracts! ;-)
DA: I put only the very cheapest ship in orbit around each planet, solely to prevent unescorted transports from doing snap invasions. Its very cheapness will let me replace it in one turn, complicating any invasion attempt. The true defenders are fleets based at rally points. In my fleets, I typically have a few offense-only medium hulls and the rest larger hulls with the same offense value as the smaller ones, with the rest of the hull space packed with the best d
My advice was not the same as Echelion's. From that other thread: +++++++++++ 1) Dock the flagship and relaunch it and redock it until you have done all four "corners" of the square containing your Homeworld. This maximizes what you can "see" at the start. Once in a while, a good planet is revealed or an anomaly or a mining resource for a mining base. For example, if you see a "green" one, shift tactics to get a constructor there before an AI does.
HighWater is correct, and the suicidal deepstrike is fun, especially at Suicidal when the AI has all the other cards. One can, for example, sort through the enemy planets to find where they have things like the soldier training bonus facility, the aphrodisiac trade good, the eco capitol, etc and target them specifically. If one spots re-invasion transports in-bound that cannot be stopped, one can raze the bonus facilities or even destroy the entire colony - - relegating it to a
Another tactic involves speed. As one commenter said, if you get the enemy chasing one target, just lead it off and around and around. Just take care not to get more than two extra squares away or else it might reset its target. If the enemy sends transports in its wake, you need faster ships with just enough attack/defense to pick off the transports as they come. This is similar to how one can deal with the DreadLords, buying time. If the AI embeds the transports
The problem with gifting AIs arships is that often they don't give them orders for turns and turns, they just sit there. On buying empty hulls, remember that any ship built at a Starship Bonus planet keeps its bonus as long as one weapon and maybe one piece of defense was in the original design. That is, IIRC, if you build a hull with a Sparrow and a single Titanium armor piece, and then upgrade it to a 300 Death Ray warship with max Shields, the bonus carries into the
Thanx for the update! One trick to consider is vulture constructors. That is, build constructors and move them to within one turn movement of juicy mining bases owned by other AIs. When they get into wars, their bases get blown away. At that moment, swoop in! If you realllly want to play hard-core hardball, get the mining base owner into a war with another AI that has planets/ships near the coveted mining anomaly! ;-)
Consider also this thread: https://forums.galciv2.com/428571 Especially the last few posts.
The AIs' bonuses at higher levels is quite formidable. The human's main advantage is in prioritizing. BTW, any Treasury level more than enough for an emergency represents under-utilization of resources, which one cannot afford at higher levels.