Aw come on, that +2 sensor range is too good. Put those points into Repair instead. I'm always dying to spend AP on Repair. Don't you enjoy that play style where you go around with Large Hulled ships taking damage just so you can take advantage of that Repair bonus?
tetleytea
To begin, to say that treason is always morally wrong: baloney. Utter baloney. Caesar wasn't God, Pharaoh wasn't God, Bush isn't God. Acts of "treason" are acts against a political state, nothing more. Maybe YOU worship the United States--but I don't. It's only when the act results in the loss or risk of innocent lives that it becomes morally wrong. But the big thing I wanted to point out was, let's not mix the legal definition of treason and the "moral" definition. Just becaus
Treason isn't always morally wrong. In fact, that's one case where NOT to commit treason is morally wrong.
The time spent figuring out this stuff is better spent building new ship designs.
Okay, I read your AAR. Why would you want to flip from research to factories? I would think the other way around makes more sense. Get your factories up and do your colony rush; that gets you more planets. More planets means more research. Then go 1/99/0 and flip your factories to labs the old fashioned way. That's not far off from what I do a lot of the time. Another question: I noticed you don't make extreme colonization techs a priority. Yellow planets don't get a 50% pena
Without factories, how do the labs get there?
100% factories I understand, but--100% labs?
dystopic just came up with a really nice idea that should be pretty easy to implement: Invasion Defense Tactics . I would really like to see that.
I think Invasion Defense Tactics are an awesome idea. Actually I think I'm going to chime that in to Stardock on your behalf in the Beta2 thread. Shouldn't be terribly hard to implement--just tack them on to the existing Planetary Defense techs.
That's pretty much the same argument used for SAs and every other unbalanced feature - an excuse really. I'm not making any excuses. Of course it's better if the abilities are all priced right and balanced. But--the game is what it is, make the best of it.
Except for the last one, absolutely. A little micro on your focus sliders can shave off turns of production. One big item DoJ left out was that you can constantly redirect your asteroid mines to shave turns off of ship production. One asteroid can make the difference between "2 turns" and "Next turn". I would never in a million years go 0/0/100 and re-focus research, though.
I think the people running into the 4 starbase limits and getting 17k research worlds are just trying to maximize their score. I seriously doubt that kind of economy starbase spamming would turn around a game you haven't already won.
and the Influence one too, as it was also keeping several asteroid mines from defecting to the Torians. Hey--now that's a good idea! Building an influence starbase to protect your asteroids. Now there's a nice tip-you-will-seldom-use-but-it's-good-to-know.
The 20% trick doesn't work for non-Super Breeder. Other races have to constantly grow their population, so they might as well get the Star Democracy bonus, etc., and maintain approval above 50%. Super Breeder really doesn't care about growing population except when they're at 100%. P.S. If you're going to target 60% tax, try targeting 59% tax instead. You take a big morale bump from 59 to 60%.
Hee hee, one time I had this problem with one of my freighters. I clicked and clicked on the planet I was trying to trade with, and it wouldn't take it. I checked into the ship details further, turns out I didn't put on a Trade Module--I put on a Troops module. Uh....oops. I probably could've made the same mistake with a Constructor module vs. a Colony Module, if the price weren't so muc
I noticed an interesting trick with Super Breeder: don't even bother researching Interstellar Republic. If you're still Imperial government, the magic number becomes 20%, not 50%. You only get a 10% boost from switching to Republic. You can make more than that just by boosting your taxes to 20% approval instead of 50%.
I got surprise attacked before, but the dumb AI attacked my 10B planet with 1B troops and lost.
This tends to lead people into the 75% trap. 75% is not too hard to reach and offers a reasonable bonus. Do not do this! I agree, don't do this when you're Super Breeder, but I've had fairly good luck doing this as something else. What I'll do is get approval to a level where most of my smaller planets (< 2.5B) are at 100%, but my bigger planets are somewhere above 75%. Often you'll be talking ~2/3 of your planets at 100% and maybe 1 or 2 below 75%;
In a way, the scoring is very fair. The rules are the same for everyone. But in a way it's unfair, because no one knows what the scoring system is. Just tell everyone how to score, and everyone competes knowing how to score. It's like basketball: everyone knows that if you put the ball in the hoop, that's 2 points. That's fair. But what if you just put 10 people on the basketball court and no one knows how to score? No one knows what
Why would you want to quick buy a farm??? Your initial colony alone can support 6 billion population, and you're nowhere near that in the game beginning.
Dogpiling would be kinda fun for 2v2 games.
1: There are not enough tiles on planets to waste one on each planet for anti-spy buildings. If counter-espionage buildings also have a 20% morale bonus, I think they're worth it a lot of the time. Maybe not for ALL your planets, even your PQ4's, which is basically what it takes to stop spying, but certainly for a lot of your real producers.
At that difficulty level, usually what people aren't yet grasping is that you should start off the game by deficit spending and lowering your taxes down to where your approval is 100%. More population means more taxes, and you double your population growth when your approval is at 100%. Raising your taxes at the game start in an attempt to balance your budget doesn't work--you kill your population growth.
Conquest is indeed the best scoring victory type--there's a penalty on the others since they're typically easier to achieve. I disagree. That's really not true--the others are not easier to achieve, they just require less boring, grunt, mop-up work. I cannot think of a single time I won a tech or influence victory when I could not also have won a military victory. The only difference is it would take several more hours playing an already-won game to
There are no abilities I can't live without--I've played without all of them at some point--but some abilities are better than others. I have a strong tendency to take +30 economy, +50 military, +10 morale, and luck; and just recently this forum has helped show me how important +2 speed is. But it's always good to switch around all your abilities even if it means a more difficult game, just to check out all the different options and different gameplays you can do.