2. To be honest, as far as I can see, the problem with large ships and small ship isn't really about the logistic points itself, but rather how experience affects them. Right now, when you gain a level you gain an amount of HP porpotional to your original value. A tiny ship, needs to gain 3-4 levels to gain a single point in HP.
CraftyMule
I agree with looking at tweaking logistics, making it harder to make large groups of large ships. But the equation has more variables than that. Logistics Maintenance Cost Build Cost Speed/Range Internal Space Maintenance Cost The maintenance cost for making a small vs a huge isn't even double. Since I can only dedicate so much of my economy to maintaining a fleet (15-20%), I really like bi
And I think factories CAN boost research, indirectly, through Focus. Planet A is built-up and needs no Social spending, so is Focused on Research. Planet B is catching up, so is still using Social construction. Therefore, you may have your Social spending above 0 (can't wait for Social recycling in v1.1 - that's
CraftyMule -> You don't have to chase enemy ships down at all. You don't need to kill enemy ships, you need to invade enemy planets. Destroy let's say half of enemy fleet ships and scatter the rest - the path is clear. By the way - from here comes an idea: fleets cannot retreat as fleets, all remaining ships will be scattered
They capped the Eyes of the Universe wonder for a reason. There were severe performance hits if you saw most of the screen including lots of fleet / ship movements. So that's why my performance craps out in the second half of the game. When winning, I have lots of bases and lots of ships out so I can
I think I like the idea of retreat. It isn't a revolutionary tactic, and all the restrictions and ways to manage its effectiveness seem like good ideas. What hasn't been discussed is how much we want to chase the AI ships across the galaxy. If we can do it, they can do it. Right now, the AI conveniently, if unrealistically, piles its ships up and leaves them there for me to demolish. It'd be a pain to have to chase them down, although
I haven't seen this exact problem, but I have had trouble with sensors. When I decom a ship, the screen goes foggy as far as I have noticed. What I get is bases with upgraded sensors havng their sensors shut off. Reloading solves the problem, but then some other base looses its sensors. Its not a major issue, and happens infrequently.
If the AI build 50+ speed combat transports, that would shut down the Border Defense strategy. That is a bit of an end game corner case, but even so, I disagree. This is well past the expansion phase, so this is an end game strategy. If the AI can move any ship 50 spaces in a turn, he c
As far as I can tell, the highlighted zone only needs to intersect the square that your planet is in to make the entire square count. For planets on the very edge, you can confirm they are in the zone by building one improvement on the starbase that impacts productivity or trade. Then view the planet to see if the influence is taking effect, either through the details or summary button (I forget which one, and don't have galciv2 up right now). <