I am still new and learning this game. When I colonize a new plant should I build a factory first? Generally speaking, yes. Does having a factory, star port or even a power plant help in the building of other social queued buildings? Of course a starport only helps build ships, not social buildings, but the other two yes. Say this planet is only going to ha
tetleytea
so the minor race may have gotten gifts like that and ended up using those to colonize. Ooooh you just gave me an evil idea. What happens if we launch colony ships with the minimum 1 million population on them, move them next to a radioactive world/whatever which the minor has the tech for (but we don't), gift the ship to the minor, and then invade the planet? Probably would work on a major, too.
Comments? Hard for me to say. I don't normally build morale buildings, but I don't normally build markets, either; and everyone else seems to fill 3/4 of their planets with markets. I guess I'm just weird.
You definitely don't need 100% approval for it to work, but it would be a good test to see if the 50% adds or multiplies with the 100% growth if you do. I think it multiplies.
Well I wouldn't say NO reason, in the same way you still need to build a factory for an economic planet. You can build/upgrade your markets faster because you have an economic starbase. But I don't think that is a good use of an economic starbase.
Add to this the fact that many more planets can be made into income planets the net effect of doing this can be very positive on income. I hope you don't mean turning your planets within the starbases' sphere into income planets. You should be doing the opposite: turning those into mega factory/research worlds. Maximize your free production. Once the tech tree is done (rather quickly at this rate) you can
Sometimes I put my Econ Capital on my homeworld simply because it has the extra farming and morale bonuses from the Civilization Capital. It just has a natural propensity to grow bigger. Now I usually find some world with a 300% farming tile and a 100% approval tile and put it there. I tend to put the Political Capital on the same world; those two capitals just go together so well.
In my games at the time I got SMs my average planet produces ~100BC. 5% of 100 is 5 Stock Markets only increase your base revenue. That's 5% of your base revenue, not 5% of all your revenue after you get all the SM bonuses. A 6B population at 50% tax is about 40bc/turn base.
If you do reload, does it constitute an exploit? Can you finish a Basic Lab and research Invention Matrix in the same turn, have Auto Upgrade on, and get an Invention Matrix?
So far this strategy has given me the best start I've ever had. I've gotten starts where I got an influence victory just from the colonization phase before. Needless to say, I um...needed to make a few changes. To improve your strategy a bit you might also consider researching xeno biology and (xeno medicine) This is true in almost any game regardless of strategy, unless you're Super Breeder.
It is possible to build a fake military for deterrence. Build cargo hulls filled with weapons, I do slightly the same thing, but in a different way. I almost never build cargo hulls just to deter military. Towards the beginning of the game, I'm building cargo hull survey ships and occasional cargo hull ships with engines and a single laser...they have their um, place in my strategy.... Anyway, later in the game I just upgrade them. What's really
I need that beta out over Easter, because Monday I'll be spending in the grocery store loading up on 50% off easter eggs.
I'd like to hear about that, too, but regardless, I think it's time for me to try espionaging other people's entertainment centers to try & get them to revolt.
Most of the value I place on trade routes is directly related to the Eyes of the Universe 'wonder'. I find the intel my freighters are able to provide with their uber-sensors is far more valuable to me than the income they generate. Now *that* is a good tip.
Is this the exact defense system change?? That's a good question. It would be nice if we just knew from SD, so beta testers like me don't have to go in and test to see if they changed anything else.
In fact, in DA I like the Krynn, Korath and Thalans all better than the Yor, who seem to be the popular pick for most overpowered race by many on these boards. Using this same strategy, the Yor are good because they have the mini bonus, which actually makes TINY colony ships possible. Maybe not right out of the starting blocks, but....
This game keeps getting better and better. Or at least it keeps changing. That's what keeps me interested.
I like "almost" useless tiles. Actually I'd like more of them. The worst that can happen is, you don't use them. But every so often, you do.
Yep. I don't think I'm too crazy about the whole notion of base morale altogether. However, I do like the idea of being able to "stack" morale in some fashion with multiplying factors, just like you can stack factories with a manufacturing capital or labs with a research coordination center. As it is now, it's reverse-stacking--the more you grow, the more it gets nerfed.
Also there's the 1bc upkeep cost to Stock Markets. That more-or-less nullifies about half the 5% bonus you get over banks, but you're getting 5% influence in return. If you want to consider purely the money, a fairer comparison might be with banks, not SM's. I usually don't even bother researching SM anyway, unless it's for the influence.
One thing to consider about the Empire-wide morale bonuses is that the wiki says that is taken to the 0.75 power. That nerfs empire-wide morale bonuses to a small extent, but it also hurts you less if you don't have very many bonuses. It looks to me like what's going on is, the native morale ability*base morale is always equal or less than 100%, or 1. That means you're "square rooting" a number that's less than 1, which makes the number bigger. So say you're native morale (adjuste
That is so disappointing about the 10% base morale. I want to grow mega-planets with 100B population. And it is sort of realistic--just picture a planet the size of Jupiter, that can sustain life. Stardock is supposed to do balance tweaks during the 1.6 beta. Anyone else besides me want to give feedback that they want to see all the limits on mega-population lifted? I see why SD did it--it was in response to all the population-related morale problems back in Galciv1--but this is n
And morale bonus tiles don't help, because you can't set a seperate tax rate for each planet. I still build on the bonus tiles. Sure, maybe they're not as useful as you might want, but a Zero G on a bonus tile still gives a healthy kick to morale. It's not just about the final morale when you reach 17B, it's about the 75% and 100% population growth bonuses getting there. By the way, there's also the maintenance costs of morale buildings to co
I get killing fields all the time on high diff. levels. I break the stalemate with a military SB.