Hey, I like the current combat system. It has a interesting paper/rock/scissors relationship where big ships with high attack > big ships with high defense > little ships with high attack > big ships with high attack. This relationship is made possible because of the way defense and targeting work. It seems like the proposed changes are going to completely remove this aspect of strategy. If weapons can individually target enemy ships, it doesn't matter whether you're shooting at large enemie
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I haven't actually made an ally yet in 1.3, but here are some things that should improve your relations with a civ: Send all your trade routes to them. Research the techs and build the achievements that boost your diplomacy ability. Boost your military rating by building ships with lots of weapons and using the spin control center. Choose Good as your alignment if you want to ally with a good or neutral civ.
I second both ideas. I think they'd both make it easier and faster to precisely control the movement of your ships.
Marconathas, it is not "extremely easy to keep high taxes and morale." In order to have 100% morale at 79% taxes, you'd need some combination of maxed out starbases on morale resources, morale trade goods, and VR centers. It is not fast or cheap to get any of these, and there are lots of alternative things you could be researching or building instead. I won my last suicidal game with nothing more than one morale trade good, one halfway-developed morale resource, and xeno entertainment. I had
I put labs on my worlds with low PQ. Labs perform exactly the same no matter where you put them, the only exceptions to this are the tech capital and boosts from economy bases. So labs work just fine on planets with low PQ. Labs and markets both need other types of buildings to be fully effective, so they aren't good candidates for the poor worlds. The taxes produced by a planet are proportional to the population of the planet multiplied by economic bonus from markets on that planet.
I think buying and reselling is the biggest cheese tactic in the game. Find an AI that has a tech that most other AIs do not have, and buy that tech from them. Then sell that tech to all the other AIs. The end result is you get the tech and more money than you began with. You can also use tech trading to skip over techs. You can buy adamantium armor even if you've never researced armor theory. Stealing tech when you conquer planets also lets you skip techs like this.
Population growth is a bad pick IF you're going for a peaceful victory on a map where you'll only be able to colonize a few planets. Otherwise, I agree that it's one of the best abilities, along with economy and morale.
A single weapon type on a ship is better than multiple types because defense is rolled against each type of attack. So when a ship with two weapon types fires on a ship with defenses, the defenses count twice. When you're faced with an enemy that has high defenses against your best weapon, there's only two good options. First, just use as much of your best weapon as possible. With enough attack power, you can still take out the enemy in fewer shots than he needs to kill you. Secon
Is luck still good on Masochistic and above? It seems like a lot of random evens simply don't happen on those difficulties.
Well yeah, when you're totally dominating, it's easy to win by any method. But you can get a research victory while being weak in other areas, and maybe an influence victory when you wouldn't be able to win militarily. Diplomatic victory seems a lot harder in 1.3, so that is about the same as a military victory.
In some missions of the campaign, certain techs aren't there. Trade is misssing from the first campaign mission, and so are several types of weapons and defenses.
Pop growth, morale, and economy. Money truely makes the galaxy go round, and these three traits make sure you're producing as much as possible as soon as possible. Once you've got the money coming in, it's easy to turn it into production or research, or all the other things mney can get you.
Wow, I must be playing very differently than everyone else. For me, a high-pop planet is about 15 billion, and a low pop planet is 2 to 5 billion. Everyone else is busy invading and populating new planets. Low populations like this isn't much problem because of how tax is proportional to the square root of population, and with low pop, I can run a high tax rate. I can't belive that building no factories and buying everything is an efficient strategy. It costs about 10 bc to buy one ru of pr
It sounds like you're spending too much money purchasing colonny ships. If there are more than a few planets to colonize, it's better to buy/build factories on your homeworld and then build the colony ships. You need to keep some money in the bank to finance and improve the new colonies. Here's my plan: 0) Before the game, put your racial ability points into population growth, morale, and economy. I think these are some of the most powerful abilities in the game, and they'll e
Those polls are BS and you know it. The second answer is always the correct choice of the players. 9% Said they are happy with it but liked 1.2 better. (correct) 84% said they are happy with it (fanboys deleting cookies over and over to destroy poll) LOL! Just because the poll doesn't support your opinion doesn't mean
These are all good suggestions for a hard game. Also turn on blind exploration and disble minor races. I think that economy, morale, and population growth are the best racial abilities to pick, and not using them makes the game harder, too.
actually its funny to make a poll in these forums regarding multiplayer. All of the ppl here bought the game knowing of this limitation and beeing able to live with it/not needing it for the one or the other reason. On the other hand, all the people here have internet connections and have come to a forum dedicated to talking to other people about
Combat transports? Using the same ship for fighting and invasions is seriously inefficient. A fleet of combat transports is less effective at space combat than a fleet of dedicated warships because the combat transports have to carry troop modules in place of some weapons or defenses. This means that even if the fleet of combat transports wins a battle, it will have lost more ships than a true combat fleet would have. And when a combat transport gets destroyed in space combat, then you lose
The AI does trade tech, but a smart player can do it much better. Buy a tech one AI has and sell it to all the rest; that will get you the tech and a monetary profit. Or leapfrog down the tech tree by buying techs that you don't have prerequisites for. Leaving tech trading on but refusing to trade is the hardest way to play, that's what I've been doing. I'd also like the option to turn off the free tech you get when conquering a planet, or at least make it so you can't get a tech y
I think the hardest settings are: - Medium or large galaxy. If you go bigger, the AIs are too far away to be a threat in the early game, and you can just build and research without a military. Also, the AI is somewhat inefficient at colonizing very large numbers of planets. - Abundant stars/planets/habitables. Make sure all civs have more than a few planets, and are near enough to threaten each other. - Tech trading off. Way too easy to exploit. - Rare anomolies. Less fr
On gigantic/abundant, money and population are the main limiters on your expansion (on smaller maps, competition with the AIs is the limiter). So it's most important to enhance your economy and grow your population. For example, you said that your homeworld's population couldn't keep up with colony ship construction, so make sure that other nearby worlds are growing population quickly, so you can pick up colonists from there. I don't play gigantic maps that much, but here's some ide
I think fast early colonization should cost more or be more dangerous. There's really no reason not to colonize every planet you can. I wish there were stronger methods for defending your civ from attack, to make sneak attacks less deadly. Military starbases don't really work for this, they're too expensive unless you're evil, and they are just as easy to use for offense as for defense. The starbase fortification line of techs are too expensive for what they do. Sm
This strategy sounds like it's specific to gigantic maps with abundant everything, where you have a huge number of planets to colonize before you bump up against another civ. On smaller maps, you need to colonize as fast as possible to get to the limited planets before the AIs do, so researching anything besides impulse drive is out of the question.
Make sure you grow your population quickly at the beginning. Do this by building a morale building or two on your homeworld and adjusting taxes so your homeworld's approval is at 100%. This doubles the planet's pop growth. Put 500 million people on each colony ship you build. On every planet you colonize, start with a factory, then build a morale building to get 100% morale on the new planet. You will be losing money, and when it runs out, then you can jack up taxes. Go as high a
I'm liking the idea of spies. I want more ways to directly compete with the opponents without going to war.