So I was playing earlier, and I got the random "pirate" event, where I suddenly had to deal with multiple huge fleets of pirates. Is there ANY scaling of this event? I was right in the beginning of the game where a 2-4 attack ship was pretty much the best we could do, and maybe three of them in a fleet, and these pirate fleets had 60+ attack. Within ten turns, they had killed every ship of every empire in the game, every starbase of every empire in the game,
SprintSTNYC
Ion bolt also shuts down channeled abilities like Marza's Missle Barrage, which can be handy...
That's a pretty cool idea. That's the one thing that's missing from Sins that's in, say, Galactic Civ 2. The ship building. It'd be pretty cool to build one cap ship for, say, long distance single target sniping and another for up close AOE.
If you do go the pay antivirus route, I highly recommend Eset's NOD32. It's extremely fast and very lightweight. You won't even know it's there.
Yeah, late in the game I'm not sure it's worth it to have your cap ships charge in all guns-a-blazin', because late game there's so much incoming damage from a decent sized fleet even an upgraded cap ship can be focus fired down pretty quick.
Build a military. Always. Always, always, always. Keep a look at that military chart and always try to be in the top third.
Yeah, 30 billion is basically impossible to keep happy. About 20 is the most I ever shoot for, and that's with some bonus tiles/resources.
SLI is a horrible waste of money. If you're rich and you can afford to buy two top end cards when you buy your PC, fine. Don't ever fall for the "I'll buy one card now and another later" BS, because by the time that rolls around you'll be able to buy one new card that will outperform your two old ones.
I just can't do the no-military thing. I don't have to be first but I find that if you don't support a military, you just end up losing the same amount of money due to extortion. I'd rather have some ships. Plus you can always give ships to allies to wage proxy wars etc if you want to get rid of them.
I have the same issue.
Getting techs from conquering is based on how many intact buildings are on the planet. The more buildings you destroy in the invasion, the less likely you are to get a tech from it.
There is one reason for high-pop planets: Invasions. High pop planets shrug off attempted invasions better, and can be used to generate troops faster with less of a hit to your economy (space marines do not pay taxes). Because you generate income from the square root of your population, the hit to taxes from taking a planet from 16 to 13 billion people is a lot less than that from 6 to 3 billion. Other than that, yeah, you start losing money with all the farms and entertainme
If they (and other "frontloaded" races) get all this good stuff at the beginning, what is the gameplay mechanic that keeps them from early steamrollering of late blooming races? In the hands of a good player, early bonuses are worth a lot more than late ones, especially on anything smaller than a huge map...
I like running with my taxes as low as possible. Getting used to a bloated infrastructure, even if you can support it via high tax revenues, means that stuff like random events (losing a planet/having the recession happen/etc) can totally mess with your economy. Running a tight ship with low taxes and high trade means you have more flexibility when bad things happen. You can also support higher populations with lower taxes, and higher populations means more influence and more voting po
Display driver problem.
Uh, I routinely get as much money from trade as I do from taxes. On large maps. The one thing I always try to do is make the longest trips possible; so if you've got planets on the outer edge of the galaxy, have them make the routes that go as far as possible away. Adding life support and engines to a custom freighter can help. Even if you're turning a profit on just taxes (which I find extremely hard to do given how big I l
They also balance out with the defenses, I'm pretty sure - beams don't take a lot of space but neither do shields. I think. So make sure to factor that into your analysis.
I was thinking about something like this earlier and the best I came up with would be a module that allowed a certain number of small or tiny ships to use the speed of the module-using vessel (the carrier) for interstellar flight. What this would mean is that the ships would have more space available for weapons and defenses but wouldn't be able to move very fast at all by themselves.
I dunno, planetary-based defenses would be a real PITA to pull off. You'd be talking multiple emplacements all around the world; otherwise people could avoid them by just entering on the "Dark Side" of the planet. You'd lose massive amounts of power due to the atmosphere or gravity, in the case of mass driver and missle weapons. From a "cost effectiveness" standpoint, a small fleet of slow fighters is probably the best way to handle plane
There's usually a method to the madness. I took over a world recently that was filled with nothing but embassies; the AI was trying to defend it against my culture, but sadly not against my shock troopers. A mega manufacturing bonus on a planet only does you good if you have the money to fund it. Etc.
They can't move, so how exactly are they going to engage the enemy?
Just downloaded the latest patch and have no idea what it does. Looked for readme file changes and didn't find any.
I liked how the interface changed in the first when your alignment changed. I miss that feature.
They build tons of influence buildings when they're trying to ward off culture assimilation. If they don't have the capability of warring with you, it's the only thing they can do to keep their planets from flipping to you.
OK, I'm not so good at math, so bear with me. OK, so "off type" defenses are reduced to the square root of their value. So if you have shields valued at 4, and you get hit by a mass driver, your defense is 2. OK. So, this means that all defenses are equivalent at value = 1. Since the square root of one is one, there is no difference between any of the defenses at value 1. Now, when you make a defense roll, you roll b