Nilfiry

Nilfiry

Joined Member # 6459125
2 Posts 192 Replies 455 Reputation

Wealth planets for me will depend on its location and bonuses. An isolated planet (not within 6-10 spaces of another planet) not near a border with wealth bonuses will usually become a Wealth planet,. Otherwise, it will become research. If there are none in my ZoC, then I will not have a wealth planet until later. Outside of the aforementioned scenario, I do not bother with wealth until mid to late game. I am always operating on a loss for the first 150 turns or so, usu

4 Replies 13,951 Views

You can make peace with a faction the same way you would trade with them. However, if you have a lower military rating, they will demand much, more more from you to accept the trade. You are basically trading for a peace treaty. "You must be joking," means the total value of the items that you have offered (regardless of whether planets, ships, tech, or whatever) is extremely insufficient. The greater the difference between your rating, the more you will need to offer. If the difference is to

20 Replies 101,093 Views

[quote who="naselus" reply="32" id="3602301"] Quoting Nilfiry, reply 29 I was comparing the recovery nature of carriers vs regular ships to suggest that attrition battles will work on carriers and that there is a benefit to building more expensive ships to counter them. I am in no way suggesting that more powerful shi

33 Replies 82,852 Views

[quote who="psychoak" reply="30" id="3602289"] So what you'd really do, under the current situation, is use two carriers, fill out with some dreadnoughts, and crush anyone not doing the same because you're maximizing your 64 ship cap. [/quote] Actually, that would probably be the best use of carriers. Fighters are excellent cannon fodder and swarms. Having a fleet of capital ships escorted by squadrons of fighters seems like basic tactics. I like to us

33 Replies 82,852 Views

[quote who="naselus" reply="28" id="3602259"] Quoting Nilfiry, reply 27 Carriers need turns to replenish their fighters that gets destroyed, and for a carrier, fighters are both their shields and swords. This is also a weakness. If their fleet of fighters were heavily diminished in one battle, they would start with a serio

33 Replies 82,852 Views

Okay... I can see this being at the bottom of their priority list..., unless it is like a five minutes of coding solution. I never even pay attention to star names since there are no interactions with them whatsoever.

18 Replies 70,089 Views

Eh, why not? The thread has been necroed anyway. Kinetic Weapons are terrible and Armor is unnecessarily expensive compared to the other two defenses. Being cheap and fast does not justify it in any way whatsoever. Why? Kinetic Ships will be shred to pieces by missile ships long before they get close enough to attack and make use of that speed. Tactical engines do not help unless you stack a bunch of them, which just wastes

30 Replies 131,788 Views

What we need are easier ways to see selected planets and bases on the map! I cannot remember how many times I have clicked on the planet list to see the location of my planet, only to have the map center on a cluster of planets with no way to easily tell which one is the planet that I am looking for. Frustrating. :(

9 Replies 50,076 Views

[quote who="Quasar_Prime" reply="9" id="3602185"] there is a maximum level or the population of a planet grows " infinite " ? Each planet h

11 Replies 10,700 Views

So after running even more tests, the conclusions are clear to me that a fleet of well built carriers will handily stomp any other fleet of equal cost; however, one-on-one, these carriers can be beaten by ships of equal cost. By well built, I would like to say that the golden number of carrier modules to have for a carrier is 5 because including the carrier itself, you have 16 ships. 16 x 4 = 64, the hard cap without wasted ships. This leaves enough

33 Replies 82,852 Views

[quote who="a0152570" reply="6" id="3601611"] OK i am confused, In my current 1.4.1 with pop proj & hosp, i can grow at .5/turn.[/quote] Projects used to have no cap. You could pour all of your production into manufacturing, run a project, and get thousands of percent increase. It made Cultural Festivals too powerful, but in

11 Replies 10,700 Views

[quote who="naselus" reply="18" id="3601491"] Rip out a bunch of the fighter modules. Replace them with defenses and self-heal modules rather than mass-stacking precursor modules. Do not attach weapons to them, as that might change their role and push them up the enemy's target list. Make every ship on both sides have 3 engines and a life support. Then set up the fleets so they match in cost and re-run the tests. That might actually give us something remotely approa

33 Replies 82,852 Views

Each ship has a Logistic value. You can combine as many ships as you want so long as their combined Logistic value does not exceed your faction's max Logistic limit for a fleet. In order to increase your limit, you need to research Logistic techs under the engineering tech tree.

3 Replies 4,882 Views

Nah. You guys are doing it wrong. Since Birthing Subsidies was nerfed, it is pointless to build the Hospitals unless you have space to spare. Even with the project, you are looking at about a .3 growth max. Instead, build a Biomass Resequencer. It has the same adjacency bonuses as the Hospital, but it increases your food production. And yes, if you want more money, build a planet with nothing but wealth improvements and farms.

11 Replies 10,700 Views

[quote who="naselus" reply="15" id="3601307"] Your ships also lacked engines and life support, which is worse than useless at end-game. This is an artifact. The conditions that you've set the experiment up under have determined the result, but those cannot be generalized to normal play; it proves nothing about the relative strength of carriers and normal ships, but merely that the specific carrier designs that you created are basically a match for specific other, much more expensive

33 Replies 82,852 Views

[quote who="naselus" reply="13" id="3601227"] Forgive me, but I disagree with your interpretation of your results. What you've actually shown here is that carriers are worth at least twice as much as other units. You have reported 11 wins for the carriers, 3 wins for the targets and 5 ties. That's a 16% defeat rate, against ships which cost twice as much. The carriers even survived in over 50% of cases, winning battles against fleets that cost anythin

33 Replies 82,852 Views

Once you unlock weapon systems, you will have access to the weakest weapons from all three types, but in order to upgrade, you have to further research them separately, as dictated by the usual tech trees. Also, roles in the game are almost meaningless. Quality/Quantity of ships are all that really matters. However, the game does a decent job of detecting whether you have a support ship or a capital ship. I would simply recommend that you make all ships that are not mea

5 Replies 10,269 Views

[quote who="Syntax_VI" reply="10" id="3601192"] ah but distances are immense on an insane map, and a battle group may be very far from home for a very long time when on the offense. Being able to regen losses and auto (free) upgrade are very powerful abilities not matched by any other ship class. On defense this may not be such a big issue, but If you have several hundred carriers and upgrade to the next weapon type they are all that much more powerful on that exact turn that your resear

33 Replies 82,852 Views

[quote who="Syntax_VI" reply="7" id="3601186"] I only play on insane maps, where tech come relatively quick (even on very slow) and carriers are in a special place that do break many of the games rules. 1: carriers get to auto upgrade their weapons and armor (in the form of their fighters) with each tech level at no cost - no other ship or unit gets this ability afaik 2: carrier task forces are like the zombie horde - if you don't kill the brai

33 Replies 82,852 Views