Or... if you're gonna sell it to one, sell it to them all. Then no more issue with them trading amongst themselves! Yes, this is what I do
Nastavnik
How high are your taxes? over 50% you get a significant aproval hit. You can also construct some moral improvement buildings in the planet (multimedia center, entertaiment whatever, etc). The aproval taing on a particular planet depends also in its class and population. Maybe you can better explain your situation
In order to have the core ships appear, you must have researched all the necessary tech, which may not all be military (you may need defense, propulsuion, life support, etc... It is definetelly easier to design a new ship with the techs you have, at least until there is a list of the missing techs for a given model of core ship.
What I found when I was observing the fleet battles is that if defence is 0, then there is always damage of 1. So, my guess is that attack start calculating from one. Do you mean whatever the attack value, if defense is 0, then damage will be one? Do you mean defense 0 (=no defenses) or de
That's strange. Military starbases have been saving me in my games. My defenders end up having laser c3, misssile 5, gun 6 and 16 level in all defenses. A fleet of 4 of these can take care of almost anything, as long as they don't get out of the starbase umbrella.
Saber cherry, Though I gave up studying the numbers after the first block, are your results compatible with what yellow sign found in the other thread on "how t is defense calculated" here: Link And are they coherent with the fact that an attack againt a non optimum defense should always be more efficient than an attack by a weapon againt the optimum defense
I think you can see it in your society stats. Or simply by clicking on a ship, you will see something like logistics:3 of 12, which means you have 12 logistcs points/
The AI does not always ask higher value techs when trading: it depends on your diplomatic skill and if you are coming to them with the trade offer. When they come to you, I've had very interesting offers from them. It is true though that at beggining the AI trade a lot amongst themselves, but usually you end up catching up nd eventually surpassing them. ry trading more, a few techs ata time, and don't forget minor civs!
Conclusion: It is not better to have single weapon for small attack, large defence. I suspect that for larger attack and defence values (but still attack smaller than defence), it will be even much better to have 2 weapons. The reason: for large numbers sqrt(X) <b
I assumed he was asking about the main "piece", the ship basis. Oops
the other race's influence may have evolved as well. Those boundaries are not borders but rather the space where you influance is superior, eve if only by one unit (say 125 whatever vs 124, the parsec is yours). So the visual border varies often by a few parsecs ilustrating what may be little variances in influence that only has an impact in your fringe parsecs. It's only worrying if it keeps getting closer to your planets <img src="http://images.st
(Let me calculate...) Thanks for that Yellow sign Is it certain that attack can roll a 0?
Yes this would be more logical
a) I'd like to be able to complain as well befor heving to destroy it in order to ensure *some* privacy in my home systems b)planet only c) skam240 answered. But I think that if some previous tech allowed you some kind of new starbase module then you'll need to search the previsous epecific tech anyway. d) i looked for it as
In the design screen, just select and make them obsolet
How about when you click on the gold and votes sections, those BEGIN at the best offer number rather than at 100 as they do now. Or that
MxM111 If you are right, then I don't understand anything According to your demonstration, a beem of the same level as the shields would be much more effective than a mass driver. What does that do to the theoretical aspect that supposedly
4 beam vs 4 deflector would be a straight-up 1d4 vs 1d4 roll (result: 0 to 3 damage). Whereas if you had 2 beam and 2 mass, it would be two rolls: 1d2 vs 1d4, and 1d2 vs 1d2 (total result: 0 to 2 damage). Indeed, indeed. Basic mathematics failed me again... So the best defense is having one main as high as possible and two othe
Hold click and drag (don't remember if it is left, right ou wheel button)
I invaded some planets of the Iconian, and just to play around I bombed the living daylights of them first. But now the planet only has 3 mp left. And I can only build a manufacturing center, which will take forever to finish. Is there a way to just build the basic factory? After that I can upgrade it to a manufacturing cente
I've not noticed this myself since it seems that I can develop faster than some AI races in all games (and slower than others). About your first point, I don't understand why their range must be less than yours? A lot of things can influence range, from the abilities you pick to new life support modules to your ship. For the seconf point I don't understand. I think I remember that you could rush-buy things in galciv one. I rememb
Generally speaking, yes. Interesting. I though that having 2 weapons class on the ship would make one of them at least more efficient against the enemy's ship defense (if it had only shields against the combined lazer and massD)
I agree with the suggestion. Maybe it could be handled as in Rome TW, where you suggest something and they make a counter-offer and so on. As for your question M-5 the cursor is indeed very sensitive to mouse drag, specially if you have a lot of money. . I get the right spot by draging it, finding aproximatively the the right spot that makes the trade acceptable, and then finetune with the mouse wheel (the cursor has to be over the slid
There's a line of techs that you can research that lets a starbase take care of itself, Nastavnik. In fact, it makes starbases just about untouchable until late game. Yes I saw it, I just dont research it too far, I focus on giving it some firepower and attack assistance modules. Each critical star