Hi! I'm just asking you to say that instead of saying it's REQUIRED. No hard feelings intended if I came off harsh, btw. Hard feelings were on my side, but not because of you. At the time I wrote that "mandatory +30% econ" I was still under the bad impression from finding out that planets in new DA 1.6 generate ~20% less tax revenue than in 1.6 betas. That's the second nerf of revenue, compared to DL. <img src="http://images.stardock.com/gc2/T_DL/smiles/M
IztokBitenc
Hi! Good one AAR. Has made me laugh quite some times. Thanks! Do you guys have a preference? Is there anything you'd like to see? Should I slaughter everyone (I sort of doubt that I have the patience to conquer all 100+ worlds on this map though)? Go for the coalition victory? It's your game. Do what you please. Just a caveat: if you don't take more planets, your advantage will be gone, and soon thereafter you'll be the target. Despite you're Su
Hi! 10 ships vs. 2 -- I'm still losing 3-5 ships even when my first fleet salvo destroys the enemy Destroyed ships fire back before dying. Only Arceans (Super Warrior) have the "first strike" ability, but even they only in the first round of the battle. BR, Iztok
Hi! Are logistics pointless For me and for DA that's true for most of the game. In early and mid game I don't research it, because my single defense-heavy ship can destroy whole fleets of my opponent(s), in late game with insane attack power it's again pointless, because single all-attack "suicidal" ships are best to misuse that "the ship with most attack survives" rule. Logistic benfits AIs because it makes me put more defenses on bigger hull. Oh yeah, a
Hi! a single shield should provide a 1 point defense against any attack type. Likewise, 1 shield and 1 chaff would provide 2 defense against any of the three types of attack. True. But that's pointless when your opponent uses fleets with 20-30 attack. And evil civs tend to go very high with warfaring techs, so in mid game a small hull with 30 attack is noting unusuall. Those numbers don't even sneeze at your 2 points of defense. That's why my ships are d
Hi! Itzok, do you mean that you use at least one of each different weapon tech? If so, why is that superior to just cramming the cargo hull with, say, basic lasers only With only lasers you get from 3 lasers attack 4 or 5. With one gun, beam and missile I got 3 * attack 2 = 6, for lower costs than 4 lasers. If I have space, I put on also the cheapest armor, but so early in the game that's pretty rare. BR, Iztok
Hi! Fist of all: WHAT game: DA or DL? I'm asking because combat model and ship design in both games is very different. In any case I almost never used small hull ships. I don't use defenders (besided cargo-based one with cheapest single gun, beam and missile to rise my mil score). In both DL and DA my early and mid-game warship is based on small amount of medium hulls, with defenses that match my first target and can block most of attack his target can throw at it. Then I proceed to
Hi! Don't teach him that any bonus is "mandatory". I'm rocking face in a game as the Drengin with no econ bonuses whatsoever. Yeah, but you're playing at tough, and know how game goes. When he'll advance to your level, he too will be able to play without starting econ bonuses. But for noob a +30% econ is the easiest way to start. BR, Iztok
Hi! Are you sure about the sensor bonus? It's not in the wiki. Pretty sure. Thanks for pointing the missing wiki sensors data. I've just corrected that. BR, Iztok
Hi! prefer to out-tech some of the AIs so I can divide and conquer the weakers ones (I suppose this would not work on the higher difficulty levels). It works, and quite well. Those AIs that don't start and early militarization are my best customers. In fact only their planets allow me to stay competitive in suicidal games. Those planets, and proper ship defenses.
Hi! Check AI Intelligence Level on wiki. BR, Iztok
Hi! Ug. Asteroids just keep getting worse. They take too long to upgrade, they don't provide enough points, AND you have to pay for it all? I don't bother with asteroids much... but still. I just found out that some bonuses DO apply to asteroid fields: Production points from asteroid mines are added after all other calculations are done, and are changed by the bonus (manuf. capital and power plant bonus excluded) the race has in appropriate field
Hi! The downside is that MIL production transferred from social this way is the base unmodified value + MIL bonus * (base unmodified value * 1%), The production, transferred to mil queue is equal (factories + colony building output) * ( manuf capital + power plant bonuses) + asteroid mines * mil bonus. BR, Iztok
Hi! Unless I made a mistake in my calculations, 100/0/0 is the optimal use of both production and bonuses regardless of the focused area. That seems to be true, but you need to look at your empire as a whole: maximizing only one part of it often doesn't mean your empire operates better. Now check the economical part of your strategy: can you afford so many ships? Can you afford to lose excess money over price of the ship each turn the ship is bui
Hi! Humans, no econ bonuses whatsoever Awwww, that will hurt! You found out that the latest DA patch gives even less money, and you're still neglecting that. (shakes head) (Class-1 planets) Their primary downside appears to be an absolute population limit, meaning they'll never pay for themselves. This bug was resolved at least three months ago. Now class-1-3 planets terraform properly. If you have a lot of th
Hi! Waves of all-weapon suicide fighters against fleets deep in your territory Kamikaze attacks could help, since he's using ultimate weapons. That means ships with attack 1000 and more. But not kamikaze fighters (tiny/small hull), they lack the space for engines to intercept koraths' fleets. With missiles he can made a very strong huge ship. If Korath are flying in fleets, that could make difference: if they're not using defenses, one of such all
Hi! So, I'm going to give you a rough draft of what I do, from what I can remember. I read you post. You lost even before you started the game. That's because you didn't: 1) take full econ bonus for your race, 2) take enough planets to be competititve and 3) develop enough economy to found your research and ship-building to keep other races at bay. Some suggestions for future games: 1) Race design - mandatory take +30% econ an
Hi! The return of morale buildings? IMO not. The difference was too small: 1 BC at tax 59% and 69%, 2 BCs at 79%, 89% and 100%. What you gain with tax, you lose on maintenance. BR, Iztok
Hi! FYI, the formula appears to be different in 1.6 DA. Thank you for your notice! I can confirm that, as results form repeated test I did in the original post showed a decrease of revenue of about 19%. The best match I got with the number 24 as a constant in the revenue formula. Will update the OP with new data. However your post has risen another question: does approval change the tax revenue? My data in OP was obtained with quite high a
Hi! Missing updates: Taxation revenue from colonies decreased again by about 19%. BR, Iztok
Hi! Have been able to play upto Maso reasonably well winning 1 out of 3. But at suicidal its been a total disaster. 3 games and wiped out in all 3. You go to the next dificulty level when on the current one there's no reall challenge for you to win. According to your results you're not skilled enough to cope even with maso level, as 1 win of 3 games is more a tribute to luck, than to skill. When you can win 4 out of 5 maso games without use of CTRL-N, you
Hi! Meh, are there any good peaceful ways to play? Turn off Drengin and Korath and play as a good race. Get lots of diplo tech, trade routes to all neighbours, some fake defenders, and you should have quite peacefull game. BR, Iztok
Hi! the DA 1.6 formula seems to be 20 * sqrt(pop) * taxrate * (1 + mods), In DA the number for population below 24B is 28.5. Check DA - producing money - a testbed results thread for more. BR, Iztok
Hi! but I still don't see after reading so many threads about it why farms are that bad. One basic farm is OK if you have decent morale ability (~100%), because penality for 9B population is 21%. Going up with the pop makes makes penality bigger: 28% for 11B, and for 13B it is 36%, for 16B 48%, and for 19B 61%, and for comparission 12% at 6B. It seems not much, but the approval calculation works by first decreasing all morale bonuses (native morale, build
Hi! From game to game I can count on the the same "rules of the road". Quite some time ago I complained about all games being essentially the same. Same opening, mostly the same tech path, same AIs going down by always the same tricks. For me DA is refreshing, because the game plays differently enough for me to get again some excitement back. I won't be playing DA until all the tweaking and balancing has been complete