Def Zep

Def Zep

Joined Member # 633495
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MM77, As Sho says, range is extremely important. It allows you to access entire sectors you normally would be closed off from. There are two ways to increase it: (a) in your skill picks, you can choose to increase range by +1; (b) certain ships have greater ranges than others. For example, this is the greatest difference between a Frigate and a BattleHammer. (Both are identical except for HP's and Range.) A very good strategy is to spend the points on increased range and build

6 Replies 352 Views

Dearmad, I agree. Even though my current game readjusted to more reasonable morale levels the second turn after I installed .049, it is still easier to maintain >52% morale on all my planets, empire-wide, than it was pre-.049. This allows me to run 70%-80% taxes, and 80%-88% spending, on a huge map. Perhaps Brad could allow a radio button to choose between pre- and post- .049 morale calc's. ~SDC~

49 Replies 1,706 Views

Hozy, Changes occur the next turn after the election. It may be that the program had not had a chance to recalculate things when you first checked. (This happened to me a number of times before I realized how things worked.) In all cases after restaking control of the Senate, the game correctly credited me my Governance benefits, so hopefully this is the case for you. ~SDC~

2 Replies 139 Views

Duglis: There is a popup which will tell you an AI is destabilizing you. It appears to be based on your own level of penetration into that Empire's government via espionage. The "breaks" seem to be at every 1000gc's invested in this effort. I have not seen any benefit to maximizing the slider(s) on espionage or destabilization. Slow and steady is the course I take on both. ~SDC~

14 Replies 743 Views

FriendJosh: Destabilization is one of the few (in fact, only) reasons I build News Networks. Their 10% "resistance", apparently, is effective against this effort. (I say apparently because I have no empirical data/datum to base this on. Instead, I have merely observed that, in Large/Huge games where the Torians pursue an influence strategy, News Networks on my border worlds appear to retard their efforts to culture flip me.) Destabilizing an opponent will accomplish two things:

14 Replies 743 Views

Thanks, Jubala. Not that I didn't read your post...Like you, I simply didn't know. I am sure this info will come as a (welcome) surprise to many on the board. ~SDC~

12 Replies 434 Views

Wow! Good strats, guys! I'm usually too busy doing the "optimum production" thing with my SB's to do Grav Accel's or Reverse whatthemajingees (gee...in the time it took me to remember how to spell that, I probably could have alt-tabbed to the tech tree to see what they're actually called...) Hor: I usually go for the oddball stuff... Creativity, Luck, whatever...basics (ATT/DEF/SPD) I leave alone. Not because I don't think it's a viable strategy (I do), but because I want to see how the

11 Replies 876 Views

Superb analysis, Popup. I've changed my mind on this. Initially, I went Fusion, then Mfg Ctr. But the early game values, especially rounded down, give you no advantage for the extra 2gc maintenance per turn. The Manufacturing Center gives you the exact same production bonus as the Fusion Plant in all cases except those planets > 10pp's per turn. That simply does not occur early game. Thus, I now reverse this order and go Mfg Ctr ---> Fusion Plant. However, once mid-game is reached (15+

18 Replies 933 Views

Al, I agree...the randoms can be game-enders early on. One game I lost when, at the very first UP, the Torians were the only race I had encountered (hence the only other voter) and they out-influenced me ~12:1 (the influence tallies were 1,011 Terran Fed, 12,811 Torian). The very first question was whether every Empire (read: meesums) should give the Torians 1000gc for their efforts in maintaining intergalactic peace. I had ~80gc's in my treasury, and it passed (obviously). My account b

10 Replies 323 Views

I think it's a covert meeting between your spies and an alien representative on your payroll. He looks like he's dressed in armor with some type of breathing apparatus (a disguise?). OTOH, it could just be Jim Gardner in a bad cameo after "The Thing" (the original '57, where he looked like a giant carrot...) ~SDC~

13 Replies 505 Views

Thanks Mr. Lucky & CodeMonkey. I had noticed the same thing in the current long-term (huge galaxy) game I am playing. From my save point, after the .049 update, my morale's skyrocketed from 52%+ (on my lowest, "frontier" worlds) to everything being 98%+ after I rebooted.I was wondering what was going on...(honestly, I thought I'd just drunk too much the last turn I'd saved and set my sliders wrong!). I'll have to try a new game! ~SDC~

49 Replies 1,706 Views

Alarinn, I had the same problem in my early games. I really didn't learn what I was doing economically until my fifth game (so don't feel bad)! My recommendations: 1. DON'T LEASE. Brad and the BT's can recover from the various accruals of lease payments, and their drain on the economy. Novices like us can't. My greatest problems in my first 4 games are directly attributable to leasing...and it's not like I "over-leased". Frequently, I only leased the first colony ship from

10 Replies 323 Views

Your SB's gain their increased HP's over time. The HP's are added turn by turn until the new maximum is reached. This HP generation is based upon your repair rate. ~SDC~

6 Replies 212 Views

Rich: Military strength is a big factor in this game. Get a Fleet ranked 2nd or 3rd early. Horatio: I decided to play two identical games (tiny map, 1 AI, "brilliant", saved at the first turn). "Game A", I researched & produced BattleHammers. "Game B", I researched and produced Frigates. Initial impressions - BattleHammers are the better long-range investment. They live longer, level up better, and don't obsolete well into the mid-game (when Battleships/Dreadnaughts are availab

11 Replies 876 Views