Hi! Don't deplete your home world pop too much at the start - it is the only planet that will make you some money. I only send out 100 colonist per ship too start with. Orbit the initial Colony ship to unload it - then launch it with only 100 Colonists. Sorry, but that's a bad advice for ANY race but Super Breeder. The tax revenue is calculated from sqare root of the population, so additiona 0.5B on your 8B Home world will give you 1 more BC revenue, whil
IztokBitenc
Hi! Also the difficulty setting went to masochistic That's not the proper settings for your second game. At maso AI has HUGE bonuses (100% added to economy, research and production, ~30% to miniaturization...). Until you know the game mechanics really well, you better avoid anything above crippling. To play against "full brain" AI without bonuses, try game at Though. At Crippling it already gets 25% bonuses. At Normal it gets only 75% of economy
Hi! Every ship always gets at least one shot off. Not always. I reported the same problem to Stardock. In a campaign I tried to kill a DL scout with two all-attack cargo ships in a fleet. My second ship never fired, just died in a return fire. I had to bring to battle medium hulls to actually remove those DL ships. IMO it is connected to the "attacker survives with 1 HP - not always" problem. it is true my ships were the attacker, bit the DL sco
Hi! I've seen the AI pump out colony ships constantly, and some of them only have around 100 million colonists in them. In my last game, I saw the Krynn colonize over 20 worlds (that I could see) while I was struggling with around 12. Yet, on the economic tab, they were far stronger than I was. I'd say they tax their pop skyhigh. To check that, save a game and resign. This way you'll see in the after-game report also an average taxation level of all play
Hi! So by "no", do you actually mean "yes"? With no I mean NO. Populatin limit is defined by available food. You can have on a class-3 planet with 2 best farms 20B people forever, if you bring them there with transports. The only thing that will decrease their amount there is a approval below 21%. If that happens, 10% of them will move away, until approval will be again more than 20%. Well, if you want to nitpick, then you're right: since one ne
Hi! > .. economy-vise. They still have 100% advantge in research and production, > ~40% in miniaturization, unknown in influence... and Brad knows what else. Iztok, is that documented anywhere? Not that I'm aware of. Stated is only the bonus in economy, a hint in journals about better miniaturization, and that hint about "various other bonuses". I've also read about balancing those high levels, so maso bonuses might not be so strong in cur
Hi! I've finished testing the "lasting income penality for low approval". Seems it isn't conected to approval. On the observed planet I've built 4 additional VRC, replacing factories and Starport, so approval increased to 80%. I haven't noticed any faster growth of income. The planet slowly climbed to it's max pop of 47B, and income from it even slowlier to exactly 50BC. After playing a bit with numbers in spreadsheet I realized there may be even greater decrease in the "constant" i
Hi! in my experience the OT transforms the PQ1/2/3 planets to the same PQ regardless of whether you postponed the soil improvements or not. I did test that - there was a class 1 planet I didn't know of (no difference in "icon" mode between it and class 0), a class 3 I forget about it, and a class-5 I still haven't colonized in that savegame. Planet class-1 terraformed to class-10 with 10 green tiles. Class 3 terraformed to class-18 with 18 green
Hi! Will you now come up with an answer how much industrial capacity I need on a primarily bc-producing planet to do the builds/upgrades of those buildings? Hrmmmm, I'm not sure I understand you correctly. Well, regarding initiall production on my HW, I aim in colony rush phase at ~65MP with military slider at ~90%. That allows me to build a colony ship each second turn and still have some capacity to spend in research or construction of buildin
Hi! @random50 Thank you for checking and additional info! BR, Iztok
Hi! Does approval have any effect on income? There may be a penality for low approval, at least it seems so from obtained data. And that penality seems to have a lasting effect. Otherwise I can not explain that slow growth of income after planet got over 50% approval again. At 36B it should generate 50BC, not 43. Will run the testbed for some more years to see if it will disappear. Does low morale on a particular planet
Hi! I question this one. While I don't dispute the PQ bug, in my experience the OT transforms the PQ1/2/3 planets to the same PQ regardless of whether you postponed the soil improvements or not. I'll check again, but I may have a problem. IIRC there wasn't a PQ-1 planet in my testbed. does OT boost a planet's improvability beyond what it otherwise would be? Hummmmmm... thinking again.... late night might had
Hi! I designed the new ship with a range of 19 (compared to 10 for the old one) and upgraded the freighter. That will not help. There's a hard-coded cap of 7 sectors max range. If you want to go further, you need to build starbase(s) along the way. BR, Iztok
Hi! I still haven't weighed in the cost benefits of superior defense vs. superior offense yet, but I prefer to have a balance for the moment. In current DA version (1.50.59) balanced approach doesn't pay off. Best RoI give both extremes in design: all-weapons or most-defenses. BR, Iztok
Hi! i was talking about high taxation being a problem for newly conquored worlds since they would be unhappy and not grow in population. That doesn't happen in this environment: "milking" 3 morale resource and using a half of morale "wonders" results in big morale ability - I'm talking about 100+ here. On those small-pop planets I usually don't need ANY of morale buildings to have them at 100% approval until they grow quite far over 6B pop, all that wit
Hi! This and previous night I did a testbed regarding money production, especially trade revenue and income formula from a single planet, as in DA I had biger problems with early money than I had in DL, and the developers also stated the revenue was nerfed. I wanted to know by how much. The base money-making formula was discovered by random50 some time ago and is: 34.5 * sqrt(population_in_billions) * tax_rate * (1 + (sum from buildings on planet)) * (1 + (sum from racial bonuses)
Hi! you can pretty much draw equal with the AI by building mind control. ... economy-vise. They still have 100% advantge in research and production, ~40% in miniaturization, unknown in influence... and Brad knows what else. BR, Iztok
Hi! Is the Ship Designer just a giant lego set? Yep. BR, Iztok
Hi! At most I would build 2 advanced farms, that would put the max population at 20B. With 3 Morale mining starbases and a few moral increasing Trade Goods I can typically keep my population prety have at an approval rating of at least 90% with 2 Virtual Reaility Centers. That's with a tax of 40%. Now try this: replace one farm and one VRC with Stock Markets, increase taxes to 79% and check approval and income from that planet again. IMO you'll be amazed.
Hi! Is there ANYWAY I can get around the 64mb V-card? Mine has 32megs. Until very recently I've played without problems on my old comp with 1GHz P-III with 896MB RAM and Radeon 8500LE with 64MB. However I have to clarify, that I played EXCLUSIVELY in "strategic" (zoom-out) mode (all ships, planets... displayed as icons). If I occasionaly zoomed in, my frame rate dropped to ~2FPS. Now I have slightly better hardware, but am still most of the time in "stra
Hi! Could Stardock make a new ship "weapon" called "Fighter Bay" in wich the firing graphic is that of a group of fighters? The catch of using fighters and carriers is you keep out of battle your very expensive big ship(s) and "sacrifice" relatively cheap vessels do do the fighting. So there would be no point of designing such a weapon, when the carrier would remain in range of enemy's return fire. BR, Iztok
Hi! Solution #1:Cut all defense module values to 1/3 of their current cost. IMO a good one solution. Makes ships with proper defense less expensive than full attack ships. However low tech defences would still not be of much use, because of its big size, compared to weapons. Am not sure if 1/3 of current cost would be big enough cut. What about also nerfing weapons? Make them slightly bigger (1-2 points), and more expensive (~30%) to research, so the inve
Hi! It seems whenever I have more than 20,000 bc My weekly profit get's slashed in half. It is by design, and it is in DL too. The aim is to penalize money-hoarding. After your treasury grows over 20k your econ ability non-transparently decreases by about 20%. But in DL I remember also having a decrease of about 5% after my treasury went over 10k. That's no more present in DA. BR, Iztok
Hi! What are your ship naming schemes? lrg m32 s10a20 6 stands for large hull with 32 missile attack, 10 shields and 20 armor defenses, base speed 6. troopAA 8 stands for troop transport with two advanced modules and speed 8. BR, Iztok
Hi! 8. I wanted to establish a trade route with another civ, but my freighters fell just short of the distance to the nearest planet. There's a hardcoded max range limit of 7 sectors. No mater how many life-support modules one puts on his ship, it can not go further than 7 sectors from nearest starbase or planet of the same player. BR, Iztok