Why not also add sabotage or revolt to the mix? Maybe under the destablization side?
TrueBuckeye
Hmm...this has gotten me to think that maybe the scale that I look at the game needs to be adjusted. Rather than look at the ships at the strategic level and think that there is a finer, tactical lever being done by the computer within the ship stacks, I should consider that I am already working in a tactical scope. I need to position my ships in space as I would want them to fight...with the tanks up front and on the flanks as escorts and the cargo craft in the interior. The "stack as an esc
So rather than being my normal war-mongering self, I decided to play a game being as peaceful as possible. Go for the tech/cultural win, if at all possible. This was my 4th game overall, and I was playing medium/scattered/abundent with normal to below-normal opponents. My first problem was placement...I was stuck in a corner with the Drenegans to my "north", Altarians to my "east", and Arceans to my "northeast". I was able to grab 7 systems and 4 resources, but after that I was pinned in, so
Evil. Not only is it more fun, but I tend to think that the techs are much better than the good ones.
When you upgrade a Starbase to a TerrorStar, so you loose all of the mods you had added to the Starbase? For instance, if you have a starbase that has been massived modded and you want to build a terror star to have around "just in case" would it be better to start with a new, second starbase? Secondly, so far (3 or so games) I've found that Terror Stars are so slow that they are almost useless. What I'm planning on doing from this point on is building 6 constructors, fleeting them wi