Franton

Franton

Joined Member # 4805353
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Thanks for the suggestions, but in this case it was a newly colonized planet, and spending several 5-10K bcs on rush-buying stuff to keep it from flipping would have been way over the top. And building things normally simply would have taken too long as I am running all-labs. I managed to get under 4.0 with population only: sending some transports to ferry over people didn't cost me anything, ao I only had to spend a few hundred bcs to buy a farm.

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Logbook of Goy Beorge, first Watcher of the Chameleon April 2228 The Expansion proceeded normally. We now have spread on to 22 worlds. Three Breeders are on their way to more, and another three are on the production lines. The surveyors are working well, too. But the distances they need to travel from anomaly to ano

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January 2228 The situation has not improved. Much. We've found more databases, helping with the research, but the barter stations are still quite a way off. We've met the Korx and Dark Yor, but trading with them didn't relieve us much. At least our population is still growing, and so I could slightly increase production. We now have 20 colonies, and the growth in tax returns barely exceeds the growth in cost from those new colonies alone. All new colonies are now restricted t

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Logbook of Goy Beorge, first Watcher of the Chameleon Octobre 2227 The Translators are finished, and we were able to trade a bit. It helped cushion the fall of our economy, but I was still forced to halt our production and raise the taxes. I immediately ordered to switch our efforts towards sensors: the galaxy was big, and our Space-Dragon(1) did take way too long be

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In my current game I have a few planets suffering from foreign influence. One now has the rebel sign and threatens to flip. The in-game advisor tells me to do something about it, but I am at a loss what I can do. The planet is quite removed from my main area of influence, so building a starbase near it is not a feasible option. The only source on influence I've found suggests that population affects it, but the numbers listed are an order of magnitude below those I see on

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@qrtxian: for one I still haven't managed to properly link them... [edit]Ok, found another hoster and got it working. Will add some shots next weekend[/edit] [edit 2]Have been busy otherwise. Screenies will have to wait for another day or two[/edit 2]

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Logbook of Goy Beorge, first Watcher of the Chameleon July 2227 We've contacted the Korath who originate from the western cluster, and now, also, the Jessuin. We've also finally managed to finish the research on Xeno Communications and I've ordered selected specialists to work on a usable prototype of a Translator. The other races don't seem to be hostile, but it would be so much better to actually

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Logbook of Goy Beorge, first Watcher of the Chameleon April 2227 Clacksman Faer-Dyn sent another report from their new colony Ashen IV in the Twin Cluster. The basic replicators are working. And that is just as well, as there seem to be no precursor ruins on this planet. Otherwise it appears to be a pretty decent planet, and the colonists are starting to relax after a long, cramped journey through the blackness of

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Logbook of Goy Beorge, first Watcher of the Chameleon January 2227 Karma is a rather unremarkable planet, but it is ours. There is another planet in our system, but until recently we lacked the means to go there. And now that we can, we've learned about two nearby star systems that also have planets, and some of them look much more promising! There is an asteroid girdle, and we've alread

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The big chunk of precursor concrete serving as a table seemed too small to hold the map. And still, Goy Beorge had to squint just to make out the tiny spots marking their position. The Chameleon had always known there were other intelligent species out there. The precursor ruins on Karma were proof enough, and without the knowledge found in the devastated archives the Chameleon wouldn't have been able to build these new space flies - or space ships as that Terran explorer had named them w

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In early game, you may be able to build ships that are stronger overall if you mix defenses and weapons. For weapons, it appears that each type deals a minimum of 1 point, so 1 Laser, 1 missile and 1 gun attack would always deal a total of 3 points minimum. I'm not sure if this is true for all versions of the game though - there are official postings stating that damage may be 0. Never seen that happen myself though. The deisadvantage of spreading damage over different weapon type

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Yes, just today I read a thread with lots of tricks. That was mentioned as well. Someone even suggested to gift said AI with ships that are standing right next to the starbase to make sure it gets taken out right away [e digicons]:ninja:[/e] There are a few other things that I learned I can improve, such as buying empty hulls, then upgrading them to the full ship, for up to 20% total cost reduction. Or moving a Cargo hull packed with engines to a far-away planet, then upgrade w

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Just started my first game on TA: Medium galaxy, Terrans, Painful, disabled Super Abilities and all victory conditions (including ascension) so I can get accustomed to the new and improved (TM) game mechanics without being distracted by new features too much. With 7 major and maxed (I think 8-9) minor Civs the map is quite crowded. Early colonization ended with only 4 planets for me, but all (except earth) were 11+. I went all facs from the start and when my planet infrastruct

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Hello all, I've only recently started playing, and so far I'm only using the DL version and playing the original campaign even though I have the Ultimate version (I'll be swithing to that later). When I first encountered the Dread Lords' vastly superior ships, I qu8ickly learned there were only two things I could do to keep my own ships safe: Speed and sensors! Speed should be obvious, but sensors are also required, or else you'll end up your moves so close to an e

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While playing the campaign may be not that representative, my general tactic of rushing Aphrodisiac worked very well. The only problem I see for normal game is that you can't afford rush-buying stuff, and you can't afford waiting to build stuff via focus either. It also takes too long to build any super project in the early phase - it was a pain to wait for the better part of a game year for that Aphrodisiac to finish, even though I sacrificed a tile on what was supposed to become my

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@Zarnick: Maintenance costs are 20-30% of the total cost of your production, and that assumes you ae producing at 100%. Also remember that maintenance costs have to be paid even when you're not producing anything. So I wouldn't disregard them. @LTJim: Good questions. I'm only at my second try of the all-labs strategy. I'm currently playing the DL version only, because I wanted to play the campaign based on the original rules. My first try (Achilles Heel)

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Hello all, I've only recently picked up the game, and read a lot about various strategies. I like the all-labs/facs approach, but couldn't help wondering: if - like everyone and their grandma points out - it is really so much of a drain to the economy to support the increased level of production that you gain, shouldn't you consider the amount of tiles required for econ buildings when comparing the different strategies, rather than just comparing X labs + Y facs against X+

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