#1-Wait a turn #2-If you are maxed on taxes (4xPQ) it won't help #3-If your tax rate is high ... there might be changes to where the 'sweet spot' is for tax rate. #4-If you have 7 maxed ECON resources, goind from +360% to +400% wont matter...
Windscion
RayChua, personally I never use the speed ability. Spend the points on a research bonus and beeline to impulse drives (medium map and higher, 1.02) works almost as well. And the research bonus is more usefull in the later part of the game. Admittedly, on smaller maps the speed bonus could make or break the game.
I couldn't move onto my own planet with a warship because a freighter was behind/underneath my planet, and the UP resolution prevented killing it!
PQ+15 and usu. morale+10 Hard to go wrong.
I thought Universal Translator
What government are you using? Every step up gives you a +20% Econ boost, but it won't show in the summary stats. If they have amore advanced gov't, that will help them.
To be a master trader, you need to be at peace. To remain at peace, you need (1) military power or (2) strong allies or (3) strong trade relationships. My advice is buff your military first -- that makes you a less attractive target. Once everyone is at war with someone else, they should be slightly less eager to get involved in more wars. Allies are likely to drag you into wars. Since the number of trade routes is quite limited, you need to set priorities. Choose
Heh. Ran into a similar problem. My morality was neutral, I allied with the Torians to wipe out the evil Yor and Drengin, decided to go for an allied victory. Handed over LOADS of stuff to the Altarians (ships, $$, tech, even some newly conquered systems), but they never got past friendly. Eventually, they declared war on my allies who had slipped to neutral morality. The Altarians were too damn snobbish to ally with neutrals, apparantly. So the Torians and I had to fight a long, painful war to
Jay Bond: Not sure how you get a higher # with a lower att, which is what you seem to be saying. Rest assured, with my formula for att>=def damage = def*(def+2)/[6*(att+1)] + (att-def)/2 damage always increases with attack value. What happens is that it doesn't increase as *fast* when attack is almost equal to defense as it does when attack is much higher than defense. For example, if att=def=18, the average damage is 18*20/(6*19) = 360/114 = 3.15 but if attack goes up
Ships in orbit get bonuses to their attack rating -- even though they are defending. (Ships must leave orbit to attack.) Ships whose defense is higher than their attack get to add 1/2 of def to att. Ships in fleet could be wiped out together if the defender died. Dunno if this has been fixed.
Did you add the 1.01a update? This was listed as a bugfix.
It sorts itself out -- eventually. Give it five minutes.
Bravo!
Ichimaru: Morale doesn't multiply, it adds 1 is simply the lowest possible rating displayed.
Then you have to defend three starbases. It's easier to defend one.
1) The speed attrribute is broken 2) Prolly isn't set to take negative #s
arne heyden: Starbases can grow their own food, if you don't mind mushrooms grown in your neighbors effluent. Besides, being outside planetary gravity wells, they're natural spaceports, so they'd take in fees to help support themselves. phatharp: I always place ships on starbases once I get the battle axe tech. And I try to put Battle Stations Mk I-II-III up fast so they'll support their defenders.
It isn't just rounding: your factories/research labs/whatever allow you to spend MORE money on production and research, as well as providing a (very small) amount of 'bonus' points. In effect, the bonus points at +100% make your spending slightly (17-20%) more efficient while allowing you to spend twice as much. Not what you're used to, I'm certain.
JD28, somehow I don't feel that quoting Voldemort strengthens your argument. ;) lastpick, rather than debate the point with you I will simply note that yes, the problem of justifying warlike actions while seeking to be good is an ancient and deep problem. However classic religious/philosophical works on the subject always conclude that morality is not eqivalent to pacifism. Granted, this only proves that people through time have preferred these works -- not that they are correct
In the first place, after the Soil Enhancement and Habitat Improvement, that extra 5% improves every planet with class > 11 by one point, with the exception of class 15 planets. Secondly, of course it would be more effective .... which is why if that's done, it should cost more. The question is, (a) is it moddable, and (b) if so, can the AI use the mod effectively? Finally, I wonder why you call it an 'early game' strategy. For me, being able to colonize planets the AI ignores is a mid-
People are going bankrupt, placing their money in off-shore tax shelters, etc.
Er, Nirvana_CN you mean those points (+4) don't cost you anything, I presume?
Att >= def: Average Damage = def*(def+2) / (6*(att+1)) + (att-def)/2 def >= att: Average Damage = att*(att+2) / (6*(def+1)) I check this formula for att, def of 1-250 and it is correct. Also, it agrees with the few numbers I checked on the database under the [LIBRARY] button.
Unless you have acquired seven morale resources, each giving +54% morale, you need not worry yourself over this, since you'll never hit max pop anyway. And AFAIK, the graphic planet size is irrelevant. Load some pop onto transports; these can be used in invasions, or to boost pop of new worlds.
Disable the other victory conditions? Of course, that means the others will pursue a tech victory as well.