I almost always put the Political Capital on my homeworld, partly for that very reason.
tetleytea
I agree, being able to see everybody's planet tiles for free is an exploit, but I don't know what else Stardock could do? It seems to me you should permanently commit an agent to a planet before you get to see it.
I almost never trade away Logistics. That's a war tech.
Are you playing with abundant anomalies? That's what keeps my economy afloat in the early game. I even try to pump a couple extra survey ships out as early as I can, to get the anomalies before the other players do. Also, as Mystikmind said: you don't always have to develop your new colonies right away.
Yeah, the fleet combat with the randomly-floating-around ships is kinda lame, but is it really worth that much work to improve on? What I think would be kinda cool is if there was a special music track that played during fleet combat.
I think the farm thing is an exploit. I don't think counter espionage centers are the answer because, as you said, it takes up valuable real estate, and all you're doing is forcing the other guy to place spies on your other planets. The nice thing about pre-emptive spying is that it costs the same amount either way: either you pay to pre-emptive spy, or you pay to nullify his spies. You might as well put the battleground on his turf.
Oooh I *love* your idea for starbase modules that let you dock your ships for repair. Call them stardocks. That could be Stardock's (the company's) trademark. (I don't know about Starbases BUILDING ships, though--that'd be a bit hard to code & it's not consistent with the game)
That's a good idea with spying to piss off two races against each other. Another idea I'm starting to try is pre-emptive spying. In other words, if I think a race is going to start spying on me later anyway, it's better to spy on him first, so he's forced to nullify me instead of me nullifying him later. The risk is, you might be wrong and get ganged up on later. It's really hard to counter two races spying on you at the same time (unless you're just sweating money).
I have found Thalans (i.e. Super Hive) to be very much winnable on Maso. I'm sure it's winnable on Suicidal as well, but I'm busy trying new things--it is, after all, a beta. BTW Suicidal is not the max difficulty, Obscene is. I give the Thalans +30 Econ, +10 Morale, Federalist, and the remaining 3 AP is flexible (+30% Pop is not a bad choice). Super Hive + money = a winning combo. I'm trying out Super Annihilator (i.e. Spore ship) right now. I bet they're winnable, too, if you d
My favorite insectoid far and away is Zorak, in Space Ghost. He's my hero.
The reason I would consider this an exploit is because there is no way to counter it. You need to be given a fair chance to nullify the agent before they die. Sure, you could build a counter espionage center, but then all you do is plant an agent on a different planet's farm. You can't read their mind.
> You can kill population by planting a spy on a farm. I tend to agree with others here that that is an exploit. It's cool that you can do that, but you can't realistically counter it.
Ah, there it is.
Wait a minute, where is the Spore technology?? I just played around with Super Annihilator and researched Planetary Invasion, and I don't see a Spore module, Spore ship, Spore technology on the tech tree, nothing. ???
Did you know that in DA you can build Basic Factories now even after you've researched Industrial Sector? On the planet screen, there are now three tabs "New", "Old", and "All" at the top of the social improvements scrollbar. You no longer have to postpone research because it takes so stinking long to build the upgraded building.
I realize this is only beta, but I'm wondering if other people are observing the same things I am: 1) I look at the Secret Police Center and it says, "Improve base morale by 20%". So, my planet is at 59% approval, I buy the Secret Police Center, and now my morale is at 72%. I have no other morale structures on the planet. I'm sorry, but that's only a 13% improvement. It's being multiplied by the base morale, just like everything else. That sort of defeats the purpose when I coul
Mars can actually have a higher PQ than Earth in Dark Avatar, after you get terraforming. In fact, I've gotten the Orbital Terraformer and colonized some class-1's, and they instantly transformed into class-16's.
And the benefit to that is that you can equip Economic Starbases with trade modules, and the trade bonuses will apply to all the trade routes on that path.
A few more items from my last game: - I'm seeing a lot of invisible ships flying around. I lost my starbase to an invisible Korx ship. Also, I lost another starbase to a Yor FREIGHTER. And I wasn't even at war with the Yor (including after I got attacked). I think I might have gotten attacked by one of those little trade ships, and when both had 0 attack, the game just gave the tiebreaker to the attacker. There's definitely a couple bugs going on there. - The +PQ
What is challenging about the Yor is that anything in their influence is slow *AND* Yor are hard to culture flip. Only way to push their influence back is to go to war (or get your friends to).
I tend to disagree, because some AI's really are stronger, and the Drengin AI really is a little weak. Actually, I think evil alignment in general is weaker than the other two. It's okay, though, Stardock is focusing on the AI; it'll come out in the wash.
Actually I have found economy starbases to be not that useful and military starbases very useful. With econ starbases, I have found it hard to recoup the cost of the constructors you use building it; especially when you consider the time value of money (i.e. 1 bc now is worth more than 1 bc a year later). You can't just improve your economy for the sake of improving your economy--there has to be some other end in mind. Military starbases, though, I am quickly able to recoup the val
What about the Luck from Surveying the "1 bc...it must be your lucky day" anomalies? What's going on there?
I do think the AI should role play to an extent. Some features (e.g. Super Manipulator, Super Organizer) rely on the AI role playing. And things like Alliance Victory and Influence victory, I don't think the AI particularly needs to fight that. Although I do think those two victory conditions should count as shared victories, somehow, on metaverse. The only pure victories would be Conquest and Tech victory, and the AI *should* fight that. In other words I do think the AI should play
I saw on another thread that not enough discussion has occurred on balancing, so I thought I'd add some more input on that: - Engine technology has been nerfed quite a bit. At least, the Impulse Engines sure have. Fair enough. This actually makes the Speed race ability more worth the cost. However, Super Isolationist isn't all that useful, because they nerfed engines. - I like that they reduced the research time for Xeno Farm Construction II (Intensive Farming). It shou